An Ihren Kindle oder ein anderes Gerät senden

 
 
 

Kostenlos testen

Jetzt kostenlos reinlesen

An Ihren Kindle oder ein anderes Gerät senden

Jeder kann Kindle Bücher lesen  selbst ohne ein Kindle-Gerät  mit der KOSTENFREIEN Kindle App für Smartphones, Tablets und Computer.
OpenGL ES 2.0 Programming Guide
 
 

OpenGL ES 2.0 Programming Guide [Kindle Edition]

Aaftab Munshi , Dan Ginsburg , Dave Shreiner
4.7 von 5 Sternen  Alle Rezensionen anzeigen (3 Kundenrezensionen)

Kindle-Preis: EUR 24,71 Inkl. MwSt. und kostenloser drahtloser Lieferung über Amazon Whispernet

Weitere Ausgaben

Amazon-Preis Neu ab Gebraucht ab
Kindle Edition EUR 22,34  
Kindle Edition, 24. Juli 2008 EUR 24,71  
Taschenbuch EUR 39,95  

Kunden, die diesen Artikel gekauft haben, kauften auch


Produktbeschreibungen

Kurzbeschreibung

OpenGL ES 2.0 is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. With OpenGL ES 2.0, the full programmability of shaders is now available on small and portable devices—including cell phones, PDAs, consoles, appliances, and vehicles. However, OpenGL ES differs significantly from OpenGL. Graphics programmers and mobile developers have had very little information about it—until now.

In the OpenGL® ES 2.0 Programming Guide , three leading authorities on the Open GL ES 2.0 interface—including the specification’s editor—provide start-to-finish guidance for maximizing the interface’s value in a wide range of high-performance applications. The authors cover the entire API, including Khronos-ratified extensions. Using detailed C-based code examples, they demonstrate how to set up and program every aspect of the graphics pipeline. You’ll move from introductory techniques all the way to advanced per-pixel lighting, particle systems, and performance optimization. 

Coverage includes:
  • Shaders in depth: creating shader objects, compiling shaders, checking for compile errors, attaching shader objects to program objects, and linking final program objects
  • The OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniforms, varyings, precision qualifiers, and invariance
  • Inputting geometry into the graphics pipeline, and assembling geometry into primitives
  • Vertex shaders, their special variables, and their use in per-vertex lighting, skinning, and other applications
  • Using fragment shaders—including examples of multitexturing, fog, alpha test, and user clip planes
  • Fragment operations: scissor test, stencil test, depth test, multisampling, blending, and dithering
  • Advanced rendering: per-pixel lighting with normal maps, environment mapping, particle systems, image post-processing, and projective texturing
  • Real-world programming challenges: platform diversity, C++ portability, OpenKODE, and platform-specific shader binaries

Synopsis

OpenGL ES 2.0 is the industry's leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. With OpenGL ES 2.0, the full programmability of shaders is now available on small and portable devices--including cell phones, PDAs, consoles, appliances, and vehicles. However, OpenGL ES differs significantly from OpenGL. Graphics programmers and mobile developers have had very little information about it--until now. In the OpenGL(R) ES 2.0 Programming Guide, three leading authorities on the Open GL ES 2.0 interface--including the specification's editor--provide start-to-finish guidance for maximizing the interface's value in a wide range of high-performance applications. The authors cover the entire API, including Khronos-ratified extensions. Using detailed C-based code examples, they demonstrate how to set up and program every aspect of the graphics pipeline. You'll move from introductory techniques all the way to advanced per-pixel lighting, particle systems, and performance optimization.Coverage includes: *Shaders in depth: creating shader objects, compiling shaders, checking for compile errors, attaching shader objects to program objects, and linking final program objects *The OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniforms, varyings, precision qualifiers, and invariance *Inputting geometry into the graphics pipeline, and assembling geometry into primitives *Vertex shaders, their special variables, and their use in per-vertex lighting, skinning, and other applications *Using fragment shaders--including examples of multitexturing, fog, alpha test, and user clip planes *Fragment operations: scissor test, stencil test, depth test, multisampling, blending, and dithering *Advanced rendering: per-pixel lighting with normal maps, environment mapping, particle systems, image post-processing, and projective texturing *Real-world programming challenges: platform diversity, C++ portability, OpenKODE, and platform-specific shader binaries

Produktinformation

  • Format: Kindle Edition
  • Dateigröße: 11278 KB
  • Seitenzahl der Print-Ausgabe: 480 Seiten
  • Gleichzeitige Verwendung von Geräten: Bis zu 5 Geräte gleichzeitig, je nach vom Verlag festgelegter Grenze
  • Verlag: Addison-Wesley Professional; Auflage: 1 (24. Juli 2008)
  • Verkauf durch: Amazon Media EU S.à r.l.
  • Sprache: Englisch
  • ASIN: B004Z6EW5O
  • Text-to-Speech (Vorlesemodus): Aktiviert
  • X-Ray:
  • Durchschnittliche Kundenbewertung: 4.7 von 5 Sternen  Alle Rezensionen anzeigen (3 Kundenrezensionen)
  • Amazon Bestseller-Rang: #350.746 Bezahlt in Kindle-Shop (Siehe Top 100 Bezahlt in Kindle-Shop)

  •  Ist der Verkauf dieses Produkts für Sie nicht akzeptabel?

Mehr über die Autoren

Entdecken Sie Bücher, lesen Sie über Autoren und mehr

Kundenrezensionen

3 Sterne
0
2 Sterne
0
1 Sterne
0
4.7 von 5 Sternen
4.7 von 5 Sternen
Die hilfreichsten Kundenrezensionen
4 von 5 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen DIE Referenz für OpenGL ES 2.0 2. Dezember 2010
Format:Taschenbuch|Verifizierter Kauf
Wenn man vorhat, in OpenGL ES 2.0 zu programmieren (also beispielsweise für iPhone ab 3GS, iPad oder Android ab 2.2), dann ist dieses Buch unverzichtbar.

OpenGL ES 2.0 ist mit seiner auf Shadern basierenden Pipeline völlig anders aufgebaut und inkompatibel zu OpenGL 1.x. Langsam aber sicher wächst auch die Liste der mobilen Plattformen, die das implementieren.
War diese Rezension für Sie hilfreich?
1 von 1 Kunden fanden die folgende Rezension hilfreich
Format:Taschenbuch
Das Buch bietet einen einfachen Einstieg in die OpenGL ES 2.0 Programmierung.
Alle Aspekte der OpenGL ES 2.0 API werden eingeführt, GLSL und EGL werden ebenfalls behandelt, so dass man nach der Lektüre gleich loslegen kann. Nützliche Performance-Tipp sind immer wieder eingestreut.
Leider ist die Darstellung im Buch oft ungenau formuliert und exakt auf das verwendete Beispiel eingerichtet. Wenn man davon abweichen will, muss man doch die Spezifikation lesen. Das betrifft nicht nur fortgeschrittene Themen, sondern auch z.B. das Binding von Vertex-Arrays zu Vertex-Attributes in den Shadern. Das Buch stellt nur eine Möglichkeit vor, und das ist nicht mal die praxisrelevanteste. Nichtsdestotrotz wäre mir die Lektüre der OpenGL-ES-2.0-Spezifikation ohne diese Buch schwer gefallen.
War diese Rezension für Sie hilfreich?
2 von 9 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen One of the Best books about Programming 14. Dezember 2010
Von F. Mathey
Format:Taschenbuch
This is simply one of the best Books about Programming I have ever owned. It does explain what happens in the Background and how a programmer can use it to his advantage. If only all the books about programming were this good... that would save me a lot of reading and research time.
War diese Rezension für Sie hilfreich?
Die hilfreichsten Kundenrezensionen auf Amazon.com (beta)
Amazon.com: 3.7 von 5 Sternen  25 Rezensionen
40 von 40 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen First book to properly explain how modern OpenGL works 26. Februar 2011
Von Zenja Solaja - Veröffentlicht auf Amazon.com
Format:Taschenbuch|Verifizierter Kauf
This is probably the first modern OpenGL book which stays away from the fixed function pipeline. With OpenGL ES 2.0, the Khronos group removed all legacy / deprecated functionality from regular OpenGL. These modifications proved to be so well thought out, that the core OpenGL profile has adopted the very same modifications, and today (excluding geometry shaders), core OpenGL 4.1 matches OpenGL ES 2.0. However, there are no decent books out there which explain how and more importantly why things work they way they do. This book is a true exception, it explains all the nitty gritty details, and explains them quite well.

This book is not recommended for people new to 3D graphics programming. It is not a tutorial. However, I have yet to find a book which actually explains the hardware restrictions (eg. number of attributes you can pass into a shader), and why the API was created to match the hardware. This book actually explains how modern hardware works, and how to use GLSL programs to utilise the new functionality. If you're moving away from the fixed function OpenGL pipeline towards the core profile (and OpenGL ES 2.0), then there is no other book you need to explain how and why to get things done using the new API.

At this point in time, there is only one other OpenGL book which covers modern OpenGL (SuperBible 5th edition), but those authors focus too much on their own replacement toolkit and not OpenGL itself. What a disaster for a book claiming to teach how OpenGL works.

My recommendation: if you're moving away from the fixed function pipeline, then this book will teach you how to do it, and why things work they way they do. If you've never done 3D programming in the past, then this book will be completely over your head. It's one of the most valuable technical books I've purchased in the last decade.
28 von 29 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen Not for Beginners 24. April 2010
Von Amazon Customer - Veröffentlicht auf Amazon.com
Format:Taschenbuch|Verifizierter Kauf
It's a good introduction to OpenGL ES 2.0, but assumes the reader already has experience with desktop OpenGL or a with similar 3D graphics API. Don't buy this book if you don't already have such experience, or you will be completely lost.
11 von 11 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen Great Content, but Kindle Formatting is Poor 2. Dezember 2009
Von Amazon Customer - Veröffentlicht auf Amazon.com
Format:Kindle Edition|Verifizierter Kauf
I'm really enjoying reading this book. It uses precise language without being impenetrably dense. The book works up to illustrating an OpenGL ES 1.0-style fixed-function pipeline in OpenGL ES 2.0 shaders. Unfortunately, all of the code samples are set in a proportional font in the Kindle version. Every so often there are horizontal lines through the code samples. The code is still readable. The rest of the content is OK, although subtle when rendered as gray-on-gray.
15 von 17 Kunden fanden die folgende Rezension hilfreich
2.0 von 5 Sternen You better know OpenGL first 23. Mai 2010
Von B. Williams - Veröffentlicht auf Amazon.com
Format:Taschenbuch
This is a very low level and rigorous ( ie tedious ) intro to ES 2.0. Be prepared to wade through chapters and chapters before getting much on the screen. In all fairness that has much to do with the nature of ES 2, but the author doesn't make this any easier. The book does provide a thorough and accurate explanation of of ES 2 and if you can get through it you should be set for starting the journey of actually getting something on the screen. It's a hard road and you had best already know quite a bit about 3D graphics in general and the fixed function pipeline in particular before getting this book.

Update I've started to read
iPhone 3D Programming: Developing Graphical Applications with OpenGL ES

It's a much better intro to OpenGL ES.
6 von 6 Kunden fanden die folgende Rezension hilfreich
3.0 von 5 Sternen Useful book but filled with errors 29. Juli 2011
Von shane voss - Veröffentlicht auf Amazon.com
Format:Taschenbuch
This book is useful to learn about OpenGL ES. However it is not a great beginner book. I would recommend picking up a beginner OpenGL (non ES) book in addition to this. Once you have a foundation this book will be useful. Be careful though it is filled with errors even in the 3rd printing. Check the errata for updates, but the errata is not complete.
Waren diese Rezensionen hilfreich?   Wir wollen von Ihnen hören.
Kundenrezensionen suchen
Nur in den Rezensionen zu diesem Produkt suchen

Kunden diskutieren

Das Forum zu diesem Produkt
Diskussion Antworten Jüngster Beitrag
Noch keine Diskussionen

Fragen stellen, Meinungen austauschen, Einblicke gewinnen
Neue Diskussion starten
Thema:
Erster Beitrag:
Eingabe des Log-ins
 

Kundendiskussionen durchsuchen
Alle Amazon-Diskussionen durchsuchen
   


Ähnliche Artikel finden