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OpenGL(R) ES 2.0 Programming Guide
 
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OpenGL(R) ES 2.0 Programming Guide (Paperback)

~ (Author), Dan Ginsburg (Author), (Author)
4.0 out of 5 stars  See all reviews (4 customer reviews)

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Product Description

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



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.


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: 9 x 6.9 x 1 inches
  • Shipping Weight: 1.5 pounds (View shipping rates and policies)
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (4 customer reviews)
  • Amazon.com Sales Rank: #61,280 in Books (See Bestsellers in Books)

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23 of 23 people found the following review helpful:
5.0 out of 5 stars Information from the author, June 18, 2009
From reading the reviews, there seems to have been a bit of confusion about whether or not the iPhone supports OpenGL ES 2.0. I thought I would chime in to help clarify the issue for potential buyers of the book. The iPhone 3G S that was announced on June 8th, 2009 is the first version of the iPhone to support OpenGL ES 2.0. The previous generation iPhone only supports OpenGL ES 1.1, which OpenGL ES 2.0 is not backwards-compatible with (the reasons for this incompatibility are discussed in Chapter 1 of the book).

In order to help iPhone 3G S developers use this book, I have ported the C-based sample code to the iPhone SDK 3.0 and made it available for download from the book website at http://www.opengles-book.com. In addition, I wrote a brief e-Chapter discussing what was involved in porting the sample code to the iPhone 3G S. That chapter is available for download for free from the book website in PDF.

I hope this helps clarify the questions.
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31 of 36 people found the following review helpful:
5.0 out of 5 stars Not for iPhone, October 13, 2008
By P. Singh (Miami, FL USA) - See all my reviews
(REAL NAME)   
Don't make the same mistake I did! While this maybe a fine book, it cannot be used for iPhone development. OpenGL ES 2.0 is not backwards compatible with OpenGL ES 1.1 (which is what the iPhone uses). I knew ahead of time what version iPhone used but figured it would be backwards compatible so why bother buying an older book? If that's what you're after then get another book or just download the 1.1 spec from the web.
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3 of 13 people found the following review helpful:
5.0 out of 5 stars IPhone works with ES 2.0, November 24, 2008
By Agha Khan (Bellevue, WA United States) - See all my reviews
(REAL NAME)   
I think previous review was correct at time for writing, but check http://gizmodo.com/383430/iphone-sdk-beta-4-now-available-comes-with-opengl-es-3d-graphics-support, but now Open GL ES 2.0 is also supported. I have not finished this book yet, but it seems good book. I will update my view after few days.
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1.0 out of 5 stars Lacks reference guide
This is another book calling it self a programmers guide, yet forgetting to put a complete reference guide for looking up functions. Read more
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