OpenGL ES 3.0 Cookbook
- Length: 493 pages
- Edition: 1
- Language: English
- Publisher: Packt Publishing
- Publication Date: 2015-05-28
- ISBN-10: 1849695520
- ISBN-13: 9781849695527
- Sales Rank: #1647459 (See Top 100 Books)
Over 90 ready-to-serve, real-time rendering recipes on Android and iOS platforms using OpenGL ES 3.0 and GL shading language 3.0 to solve day-to-day modern 3D graphics challenges
About This Book
- Explore exciting new features of OpenGL ES 3.0 on textures, geometry, shaders, buffer objects, frame buffers and a lot more using GLSL 3.0
- Master intermediate and advance cutting edge rendering techniques, including procedural shading, screen space technique and shadows with scene graphs
- A practical approach to build the font engine with multilingual support and learn exciting imaging processing and post process techniques
Who This Book Is For
If you are new to OpenGL ES or have some experience in 3D graphics, then this book will be extremely helpful in raising your expertise level from a novice to professional. The book implements more than 90 recipes to solve everyday challenges, helping you transition from a beginner to a professional.
In Detail
“Write once, use anywhere” is truly the power behind OpenGL ES and has made it an embedded industry standard. The library provides cutting-edge, easy-to-use features to build a wide range of applications in the gaming, simulation, augmented-reality, image-processing, and geospatial domains.
The book starts by providing you with all the necessary OpenGL ES 3.0 setup guidelines on iOS and Android platforms. You’ll go on to master the fundamentals of modern 3D graphics, such as drawing APIs, transformations, buffer objects, the model-view-project analogy, and much more. The book goes on to deal with advanced topics and offers a wide range of recipes on the light shading, real-time rendering techniques with static and procedure textures to create stunning visualizations and runtime effects.
Table of Contents
Chapter 1: Opengl Es 3.0 On Android/Ios
Chapter 2: Opengl Es 3.0 Essentials
Chapter 3: New Features Of Opengl Es 3.0
Chapter 4: Working With Meshes
Chapter 5: Light And Materials
Chapter 6: Working With Shaders
Chapter 7: Textures And Mapping Techniques
Chapter 8: Font Rendering
Chapter 9: Postscreen Processing And Image Effects
Chapter 10: Scene Management With Scene Graphs
Chapter 11: Anti-Aliasing Techniques
Chapter 12: Real-Time Shadows And Particle System