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OpenGL ES 3.0 Programming Guide 2nd Edition
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OpenGL® ESTM is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. The newest version, OpenGL ES 3.0, makes it possible to create stunning visuals for new games and apps, without compromising device performance or battery life.
In the OpenGL® ESTM 3.0 Programming Guide, Second Edition, the authors cover the entire API and Shading Language. They carefully introduce OpenGL ES 3.0 features such as shadow mapping, instancing, multiple render targets, uniform buffer objects, texture compression, program binaries, and transform feedback.
Through detailed, downloadable C-based code examples, you’ll learn how to set up and program every aspect of the graphics pipeline. Step by step, you’ll move from introductory techniques all the way to advanced per-pixel lighting and particle systems. Throughout, you’ll find cutting-edge tips for optimizing performance, maximizing efficiency with both the API and hardware, and fully leveraging OpenGL ES 3.0 in a wide spectrum of applications.
All code has been built and tested on iOS 7, Android 4.3, Windows (OpenGL ES 3.0 Emulation), and Ubuntu Linux, and the authors demonstrate how to build OpenGL ES code for each platform.
Coverage includes
- EGL API: communicating with the native windowing system, choosing configurations, and creating rendering contexts and surfaces
- Shaders: creating and attaching shader objects; compiling shaders; checking for compile errors; creating, linking, and querying program objects; and using source shaders and program binaries
- OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniform blocks, I/O variables, precision qualifiers, and invariance
- Geometry, vertices, and primitives: inputting geometry into the pipeline, and assembling it into primitives
- 2D/3D, Cubemap, Array texturing: creation, loading, and rendering; texture wrap modes, filtering, and formats; compressed textures, sampler objects, immutable textures, pixel unpack buffer objects, and mipmapping
- Fragment shaders: multitexturing, fog, alpha test, and user clip planes
- Fragment operations: scissor, stencil, and depth tests; multisampling, blending, and dithering
- Framebuffer objects: rendering to offscreen surfaces for advanced effects
- Advanced rendering: per-pixel lighting, environment mapping, particle systems, image post-processing, procedural textures, shadow mapping, terrain, and projective texturing
- Sync objects and fences: synchronizing within host application and GPU execution
This edition of the book includes a color insert of the OpenGL ES 3.0 API and OpenGL ES Shading Language 3.0 Reference Cards created by Khronos. The reference cards contain a complete list of all of the functions in OpenGL ES 3.0 along with all of the types, operators, qualifiers, built-ins, and functions in the OpenGL ES Shading Language.
- ISBN-100321933885
- ISBN-13978-0321933881
- Edition2nd
- PublisherAddison-Wesley Professional
- Publication dateFebruary 28, 2014
- LanguageEnglish
- Dimensions8.5 x 1.29 x 11 inches
- Print length560 pages
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Editorial Reviews
Review
–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.
Product details
- Publisher : Addison-Wesley Professional; 2nd edition (February 28, 2014)
- Language : English
- Paperback : 560 pages
- ISBN-10 : 0321933885
- ISBN-13 : 978-0321933881
- Item Weight : 3.53 ounces
- Dimensions : 8.5 x 1.29 x 11 inches
- Best Sellers Rank: #987,513 in Books (See Top 100 in Books)
- #21 in OpenGL Software Programming
- #221 in Computer & Video Game Design
- #242 in Digital Video Production (Books)
- Customer Reviews:
About the authors

Budi Purnomo is a Technical Fellow at Advanced Micro Devices, Inc., where he leads the software enablement efforts of GPU debugging and profiling technology across multiple AMD software stacks. He collaborates with many software and hardware architects within AMD to define future hardware architectures for debugging and profiling GPU applications. He has published many computer graphics technical articles at international conferences. He received his B.S. and M.S. in computer science from Michigan Technological University and his M.S.E. and Ph.D. in computer science from Johns Hopkins University.

Dan is the founder of Upsample Software, LLC, a software company offering consulting services with a specialization in 3D Graphics and GPU Computing. Dan has co-authored several books including the OpenGL ES 2.0 Programming Guide and OpenCL Programming Guide. He holds a B.S. in Computer Science from Worcester Polytechnic Institute and an MBA from Bentley University.
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The GitHub page that hosts the sample files is frustrating. I gather that you are expected to manually recreate the repo's file structure but it is never explicitly stated - why not just provide the Git command to grab the whole repo?
Directions on using the 3rd party software required to build the samples are equally bad. Even using the recommended PowerVR emulator, much of the installation directions in the book are outdated and incorrect. This problem could have been fixed if they hosted an installer which took care of deploying the correct files at the time of publication (Linux - we haven't tried it out on the WinTel side yet). After spending most of the afternoon second guessing the author's intent while trying to match it up with the realities of what is now available we have still not been able to build the first example project.
Since attempting with Power VR and after a little research it's looking a little more promising with the Adrneo SDK.(For anyone else who already owns the book and might be having similar problems)
Even if things had gone perfectly, passages in the book that provide extensive instruction on proper setup, are immediately followed by statements telling you that the operation will fail, with tips on what you can try to make it work (I'm not kidding here.)
I get it, with the proliferation of OSs, IDEs, languages, and SDKs - programming is a fundamentally difficult topic to teach effectively to the masses, especially when you plan to do it by writing a one-size-fits-all book. That's my fundamental problem with the author's approach. If you cannot effectively instruct someone on setting up such a complex workstation for builds, extolling and explaining all of it's features is useless.
Top reviews from other countries
読んでから購入されるか判断するのが良いと思います。
The examples rely on default settings which they neglect to mention exist, even though they are essential to understanding how components are communicating. (And I think will fail on IOS)
Very wordy explanations with tiring repetition, probably cut and paste from the manual, but then no deeper explanation. Constantly references things without ever defining them; such as targets.
Although it does generally move forward, it is messy and rambling along the way; but you can't tell until you try to write your own code and realize how much detail is left out.
You probably looked at some youtube videos, but now want a proper full explanation. Well this book is just another half explanation.
It's quite common for someone who really understands something to be unable to put their mind into that of someone who does not; I think that's the problem here.





