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OpenGL ES 3.0 Programming Guide (2nd Edition) 2nd Edition
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“As a graphics technologist and intense OpenGL ES developer, I can honestly say that if you buy only one book on OpenGL ES 3.0 programming, then this should be the book. Dan and Budirijanto have written a book clearly by programmers for programmers. It is simply required reading for anyone interested in OpenGL ES 3.0. It is informative, well organized, and comprehensive, but best of all practical. You will find yourself reaching for this book over and over again instead of the actual OpenGL ES specification during your programming sessions. I give it my highest recommendation.”
–Rick Tewell, Graphics Technology Architect, Freescale
“This book provides outstanding coverage of the latest version of OpenGL ES, with clear, comprehensive explanations and extensive examples. It belongs on the desk of anyone developing mobile applications.”
–Dave Astle, Graphics Tools Lead, Qualcomm Technologies, Inc., and Founder, GameDev.net
“The second edition of OpenGL® ES™ 3.0 Programming Guide provides a solid introduction to OpenGL ES 3.0 specifications, along with a wealth of practical information and examples to help any level of developer begin programming immediately. We’d recommend this guide as a primer on OpenGL ES 3.0 to any of the thousands of developers creating apps for the many mobile and embedded products using our PowerVR Rogue graphics.”
–Kristof Beets, Business Development, Imagination Technologies
“This is a solid OpenGL ES 3.0 reference book. It covers all aspects of the API and will help any developer get familiar with and understand the API, including specifically the new ES 3.0 functionality.”
–Jed Fisher, Managing Partner, 4D Pipeline
“This is a clear and thorough reference for OpenGL ES 3.0, and an excellent presentation of the concepts present in all modern OpenGL programming. This is the guide I’d want by my side when diving into embedded OpenGL.”
–Todd Furlong, President & Principal Engineer, Inv3rsion LLC
About the Author
Dan Ginsburg is founder of Upsample Software, LLC, a software consultancy specializing in 3D graphics and GPU computing. In previous roles he has worked on developing OpenGL drivers, desktop and handheld 3D demos, GPU developer tools, 3D medical visualization and games. He coauthored the OpenCL Programming Guide (Addison-Wesley, 2012).
Budi Purnomo is a senior software architect at Advanced Micro Devices, Inc. where he collaborates with many AMD architects to develop software infrastructure across multiple software stacks and to define future hardware architectures for debugging and profiling GPU applications.
Dave Shreiner is one of the World’s foremost authorities on OpenGL. He is the series editor for the Addison-Wesley OpenGL Series.
Aatab Munshi is the spec editor for the OpenGL ES 1.1 and 2.0 specifications.
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One such useful example was in dual nature of glVertexAttribPointer. The pointer argument of this function call can act as either the pointer to a set of data you're to upload to the GPU (in non VBO state, glBindBuffer(GL_ARRAY_BUFFER, 0); etc) or a offset into the buffer of an already uploaded VBO. It seems finding both examples side by side is fairly uncommon, and it was refreshing to see an exhaustive array of useful examples using both vertex/index element buffer streaming (once per frame) and using VBOs.
Advanced topics are touched upon at the end of the book with your typical Bump mapping, Environment mapping, particles etc. They are a bit fast and sparse so if you're looking for a math reason for "why" they're doing certain operations you may wish to consult a more "textbook" source such as Hearn and Baker. But really, I am surprised they fit as much as they did in to this book.
This book even has a set of example codes that are downloadable from the publishers website. I have yet to give these a roll, but if they are anything as described they have full Android, IOS and PC examples.
You're not getting a walk through in the creation/study of a larger project, like you might get in some game design books. But, I think the book serves it's intended purpose of teaching the new features available in OpenGLES 3.0, reviewing concepts that you may have missed in previous versions, and being a pragmatic example and reference guide for any graphics engineering professional.
Instead of having dedicated tutorials, users must rely on tutorials written by others. Even finding them is difficult, and there is no guarantee that they are correct or current.
This book does a great job of presenting all the necessary information to use the OpenGL ES 3.0 API, all of the current documentation, without any out-of-date material, and contains sufficient code and examples demonstrating how to use the features, and does a good job of explaining why you might use them.
I do not know if this book is usefully for someone already familiar with the ES version, but for anyone else, this book was well worth the money.
Most recent customer reviews
more advanced topics near the end, for example...Read more