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OpenGL ES 3.0 Programming Guide (2nd Edition) 2nd Edition

4.1 4.1 out of 5 stars 30 ratings

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OpenGL® ES™ 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 ® ES ™ 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.

Editorial Reviews

Review

“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.

Product details

  • Publisher ‏ : ‎ Addison-Wesley Professional; 2nd edition (March 10, 2014)
  • Language ‏ : ‎ English
  • Paperback ‏ : ‎ 570 pages
  • ISBN-10 ‏ : ‎ 0321933885
  • ISBN-13 ‏ : ‎ 978-0321933881
  • Item Weight ‏ : ‎ 1.92 pounds
  • Dimensions ‏ : ‎ 8.5 x 1.29 x 11 inches
  • Customer Reviews:
    4.1 4.1 out of 5 stars 30 ratings

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Top reviews from the United States

  • Reviewed in the United States on August 15, 2016
    I needed to update my library, and this is a good addition.
  • Reviewed in the United States on April 30, 2014
    If your looking for a book that leads you through the creation of an OpenGL project using OpenGL 3, then this isn't it. However, it does have some examples for each concept that it talks about; and does explain the concepts very well. I just like going through an OpenGL project like many other books do because I've noticed that technical manuals really don't go through the caveats of certain approaches and don't focus on optimizing the code. Overall though, it does give you enough to implement OpenGL 3 techniques on your own.
    3 people found this helpful
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  • Reviewed in the United States on August 29, 2015
    I liked the examples. I havn't yet tried the iOS ones just the Android.
    One person found this helpful
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  • Reviewed in the United States on April 16, 2015
    My wife and I bought the book with one purpose, we wanted to evaluate the ES 3.0 API to see if it would be a suitable replacement for many of the apps we are currently building in plain old OpenGL. ES 3.0 sounded exciting, with a new rendering pipeline, and neat new features. The book failed to help us actualize anything but theory.

    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.
    5 people found this helpful
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  • Reviewed in the United States on November 10, 2014
    Excellent. Recommend reading this instead of the full/desktop OpenGL book.
  • Reviewed in the United States on February 8, 2017
    good stuff
  • Reviewed in the United States on February 14, 2015
    This book is not a tutorial on OpenGL. You really need to already understand all the concepts of OpenGL, C style programming languages, and 3D programming in general before this book will be of any use to you. It is geared toward people who are ready to move from an older version to 3.0. We are not looking at a book that starts with a small sample and takes you to the end of a project. Instead the book takes each aspect of OpenGL 3.0 and covers it as a standalone topic.

    The back of the book covers what platforms support OpenGL 3.0 and have been tested with the contents of the book including Android 4.3, iOS 7+, Windows and Ubuntu Linux while setting up and using OpenGL on the platforms is not covered until chapter 16.

    Each chapter covers a small area and explains why things changed in the 3.0 version and why you would want to use the new way of doing things. A lot of areas have improved or have been optimized for 3.0 and doing things the old way will end up in subpar performance or a lot of extra code. If there are multiple ways to accomplish something in 3.0 the book covers them and tells you which way is the most common and why.
    While there is not a start to end project happening each section does have code examples to show real world usage of the example being presented. Since OpenGL is not simple it is handy to see the set up and tear down needed to use the feature being covered.

    The middle of the book is a full color quick reference section. There is no easy way to remove this section to use as a separate guide. It does have a link to a PDF you can download or you can purchase it as a laminated card from Amazon.

    This book contains very dense information. It explains how to get the most out of OpenGL ES 3.0 for those who are already familiar with older versions this difficult but powerful API. Your head will probably spin while reading some areas and it can be fun to read it aloud to family members to see if they can decipher anything you just said, so far they have been unable to in my household.

    My suggestion is to read a few sample chapters to see if it is helpful to you. This is very advanced text for an advanced topic and probably is not the book you want when you are just starting out.
    2 people found this helpful
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  • Reviewed in the United States on March 30, 2014
    Got a "this book not enabled for searching" and returned it. Searching is one of my top reasons for buying a Kindle Edition.
    19 people found this helpful
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Top reviews from other countries

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  • kuzuneko
    5.0 out of 5 stars コードだけなら無料です
    Reviewed in Japan on November 24, 2018
    サンプルコードがダウンロードできます。(タイトルで検索)
    読んでから購入されるか判断するのが良いと思います。
  • Ganesh V
    5.0 out of 5 stars Five Stars
    Reviewed in India on October 11, 2015
    Quick Service and wonderful experience.
  • Technokid
    5.0 out of 5 stars I read a few of the early chapters to refresh my memory and found it easy to read
    Reviewed in the United Kingdom on September 17, 2015
    I am quite knowledgeable of OpenGL ES 2.0 and purchased the Kindle Edition of 3.0 mainly for reference. I read a few of the early chapters to refresh my memory and found it easy to read, concise and well organized. I feel it was money well spent.
  • Mr. S. Bruce
    3.0 out of 5 stars Good book but why does it only fill half the page?
    Reviewed in the United Kingdom on July 29, 2024
    If you look at the sample on Amazon you can see the print has been squished down to take up roughly half of the available page. This makes reading the book extremely hard work even with my glasses on. I've requested a refund but this is almost unreadable. At first I thought it was a printing error but if the sample is like that then maybe they all are? What were they thinking? Just print it properly so it fills every page!
  • Richtourist
    2.0 out of 5 stars Careless and obscure - you have to already understand it to understand their explanation.
    Reviewed in the United Kingdom on March 29, 2019
    The use of language is very careless. Words like indices, vertex, buffer and array are used interchangeably and inconsistently, which makes them confusing because you never know if the are referring to something specific or a general concept. And sometimes wrong... a vertex is not a fragment, the devil is in the detail of their close connection. But that is the detail that should be exposed, not glossed over.
    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.