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OpenGL ES 2.0 Programming Guide Paperback – August 3, 2008

ISBN-13: 978-0321502797 ISBN-10: 0321502795 Edition: 1st

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Product Details

  • Paperback: 480 pages
  • Publisher: Addison-Wesley Professional; 1 edition (August 3, 2008)
  • Language: English
  • ISBN-10: 0321502795
  • ISBN-13: 978-0321502797
  • Product Dimensions: 7 x 1 x 9.1 inches
  • Shipping Weight: 1.4 pounds (View shipping rates and policies)
  • Average Customer Review: 3.7 out of 5 stars  See all reviews (27 customer reviews)
  • Amazon Best Sellers Rank: #273,427 in Books (See Top 100 in Books)

Editorial Reviews

From the Back Cover

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 theOpenGL® 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

About the Author

Aaftab Munshi is the spec editor for the OpenGL ES 1.1 and 2.0 specifications. Now at Apple, he was formerly senior architect in ATI’s handheld group.

Dan Ginsburg is senior member of technical staff at AMD. At AMD and ATI, he has worked in a variety of roles, including the development of OpenGL drivers, the creation of desktop and handheld 3D demos, and the development of handheld GPU developer tools.

Dave Shreiner is one of the world’s foremost authorities on OpenGL. He is a systems architect at ARM, Inc., and the lead author of the official OpenGL® Programming Guide, Sixth Edition (Addison-Wesley, 2007) and series editor for the Addison-Wesley OpenGL Series.


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Customer Reviews

This book is well written.
Ragy Eleish
Be prepared to wade through chapters and chapters before getting much on the screen.
B. Williams
So, this book doesn't get you to the next level.
Jeff Jones

Most Helpful Customer Reviews

41 of 41 people found the following review helpful By Zenja Solaja on February 25, 2011
Format: Paperback Verified Purchase
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.
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28 of 29 people found the following review helpful By Amazon Customer on April 24, 2010
Format: Paperback Verified Purchase
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.
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12 of 12 people found the following review helpful By Amazon Customer on December 1, 2009
Format: Kindle Edition Verified Purchase
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.
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15 of 17 people found the following review helpful By B. Williams on May 23, 2010
Format: Paperback
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.
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7 of 7 people found the following review helpful By shane voss on July 29, 2011
Format: Paperback
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.
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5 of 5 people found the following review helpful By Jeffrey L Barnes on June 14, 2013
Format: Kindle Edition Verified Purchase
I bought the Kindle version of this book. It is a good reference that one should read if they are going to program for OpenGL ES 2.0. It accurately describes the API calls for basic ES 2.0 programming. The code supplied on Google Code is clear in its application of the API and I consider it to be the most educational part of the book. Be sure to type out the code to reinforce the order and content of the API calls.

The annotated code examples in the book explain the code somewhat and you can infer the authors' intent if you Google the terms they use and consult other references of the OpenGL programmable pipeline.

Make no mistake, this is a difficult read. It requires prior OpenGL knowledge. The section "Intended Audience" is somewhat revealing about prerequisite knowledge. If you have no OpenGL experience, you will have to re-read every chapter several times, look up unfamiliar terms and follow unrelated tutorials available on the internet for the material to make sense (at least that's what I had to do). The last sentence of the "Intended Audience" section states, "After finishing the book, the reader will be ready to write OpenGL ES 2.0 applications that fully harness the programmable power of embedded graphics hardware." I found that statement to be inaccurate, unless by finishing the book they mean re-reading it several times along with other books that explain what they are talking about better.

I wish the authors had provided working code to explain Chapter 12. They provide snippets in the book, but no working example. My main criticism of the book is the annotated code snippets in the book do not explain the concepts well. To be fair, their writing voice may speak to others better than it did to me.
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