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OpenGL ES 2.0 Programming Guide 1st Edition

4.2 4.2 out of 5 stars 54 ratings

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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

Editorial Reviews

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.

Excerpt. © Reprinted by permission. All rights reserved.

OpenGL ES 2.0 is a software interface for rendering sophisticated 3D graphics on handheld and embedded devices. OpenGL ES 2.0 is the primary graphics library for handheld and embedded devices with programmable 3D hardware including cell phones, PDAs, consoles, appliances, vehicles, and avionics. With OpenGL ES 2.0, the full programmability of shaders has made its way onto small and portable devices. This book details the entire OpenGL ES 2.0 API and pipeline with detailed examples in order to provide a guide for developing a wide range of high-performance 3D applications for handheld devices.

Intended Audience

This book is intended for programmers interested in learning OpenGL ES 2.0. We expect the reader to have a solid grounding in computer graphics. We will explain many of the relevant graphics concepts as they relate to various parts of OpenGL ES 2.0, but we do expect the reader to understand basic 3D concepts. The code examples in the book are all written in C. We assume that the reader is familiar with C or C++ and will only be covering language topics where they are relevant to OpenGL ES 2.0.

This book covers the entire OpenGL ES 2.0 API along with all Khronosratified extensions. The reader will learn about setting up and programming every aspect of the graphics pipeline. The book details how to write vertex and fragment shaders and how to implement advanced rendering techniquessuch as per-pixel lighting and particle systems. In addition, the book provides performance tips and tricks for efficient use of the API and hardware. 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.

Organization of the Book

This book is organized to cover the API in a sequential fashion, building up your knowledge of OpenGL ES 2.0 as we go.

Chapter 1--Introduction to OpenGL ES 2.0

This chapter gives an introduction to OpenGL ES, followed by an overview of the OpenGL ES 2.0 graphics pipeline. We discuss the philosophies and constraints that went into the design of OpenGL ES 2.0. Finally, the chapter covers some general conventions and types used in OpenGL ES 2.0.

Chapter 2--Hello Triangle: An OpenGL ES 2.0 Example

This chapter walks through a simple OpenGL ES 2.0 example program that draws a triangle. Our purpose here is to show what an OpenGL ES 2.0 program looks like, introduce the reader to some API concepts, and describe how to build and run an example OpenGL ES 2.0 program.

Chapter 3--An Introduction to EGL

This chapter presents EGL, the API for creating surfaces and rendering contexts for OpenGL ES 2.0. We describe how to communicate with the native windowing system, choose a configuration, and create EGL rendering contexts and surfaces. We teach you enough EGL so that you can do everything you will need to do to get up and rendering with OpenGL ES 2.0.

Chapter 4--Shaders and Programs

Shader objects and program objects form the most fundamental objects in OpenGL ES 2.0. In this chapter, we describe how to create a shader object, compile a shader, and check for compile errors. The chapter also covers how to create a program object, attach shader objects to it, and link a final program object. We discuss how to query the program object for information and how to load uniforms. In addition, you will learn about the difference between source and binary shaders and how to use each.

Chapter 5--OpenGL ES Shading Language

This chapter covers the shading language basics needed for writing shaders. The shading language basics described are variables and types, constructors, structures, arrays, attributes, uniforms, and varyings. This chapter also describes some more nuanced parts of the language such as precision qualifiers and invariance.

Chapter 6--Vertex Attributes, Vertex Arrays,and Buffer Objects

Starting with Chapter 6 (and ending with Chapter 11), we begin our walk through the pipeline to teach you how to set up and program each part of the graphics pipeline. This journey begins by covering how geometry is input into the graphics pipeline by discussing vertex attributes, vertex arrays, and buffer objects.

Chapter 7--Primitive Assembly and Rasterization

After discussing how geometry is input into the pipeline in the previous chapter, we then cover how that geometry is assembled into primitives. All of the primitive types available in OpenGL ES 2.0, including point sprites, lines, triangles, triangle strips, and triangle fans, are covered. In addition, we describe how coordinate transformations are performed on vertices and introduce the rasterization stage of the OpenGL ES 2.0 pipeline.

Chapter 8--Vertex Shaders

The next portion of the pipeline that is covered is the vertex shader. This chapter gives an overview of how vertex shaders fit into the pipeline and the special variables available to vertex shaders in the OpenGL ES Shading Language. Several examples of vertex shaders, including computation of per-vertex lighting and skinning, are covered. We also give examples of how the OpenGL ES 1.0 (and 1.1) fixed-function pipeline can be implemented using vertex shaders.

Chapter 9--Texturing

This chapter begins the introduction to the fragment shader by describing all of the texturing functionality available in OpenGL ES 2.0. This chapter covers all the details of how to create textures, how to load them with data, and how to render with them. The chapter details texture wrap modes, texture filtering, and mipmapping. In addition, you will learn about the various functions for compressed texture images as well as how to copy texture data from the color buffer. This chapter also covers the optional texture extensions that add support for 3D textures and depth textures.

Chapter 10--Fragment Shaders

Chapter 9 focused on how to use textures in a fragment shader. This chapter covers the rest of what you need to know to write fragment shaders. We give an overview of fragment shaders and all of the special built-in variables available to them. We show how to implement all of the fixed-functiontechniques that were available in OpenGL ES 1.1 using fragment shaders. Examples of multitexturing,

fog, alpha test, and user clip planes are all implemented in fragment shaders.

Chapter 11--Fragment Operations

This chapter discusses the operations that can be applied either to the entire framebuffer, or to individual fragments after the execution of the fragment shader in the OpenGL ES 2.0 fragment pipeline. These operations include scissor test, stencil test, depth test, multi-sampling, blending, and dithering. This is the final phase in the OpenGL ES 2.0 graphics pipeline.

Chapter 12--Framebuffer Objects

This chapter discusses the use of framebuffer objects for rendering to offscreen surfaces. There are several uses of framebuffer objects, the most common of which is for rendering to a texture. This chapter provides a complete overview of the framebuffer object portion of the API. Understanding framebuffer objects is critical for implementing many advanced effects such as reflections, shadow maps, and post-processing.

Chapter 13--Advanced Programming with OpenGL ES 2.0

This is the capstone chapter, tying together many of the topics presented throughout the book. We have selected a sampling of advanced rendering techniques and show examples that demonstrate how to implement these features. This chapter includes rendering techniques such as per-pixel lighting using normal maps, environment mapping, particle systems, image post-processing, and projective texturing. This chapter attempts to show the reader how to tackle a variety of advanced rendering techniques.

Chapter 14--State Queries

There are a large number of state queries available in OpenGL ES 2.0. For just about everything you set, there is a corresponding way to get what the current value is. This chapter is provided as a reference for the various state queries available in OpenGL ES 2.0.

Chapter 15--OpenGL ES and EGL on Handheld Platforms

In the final chapter, we divert ourselves a bit from the details of the API to talk about programming with OpenGL ES 2.0 and EGL in the real world. There are a diverse set of handheld platforms in the market that pose some interesting issues and challenges when developing applications for OpenGL ES 2.0. We cover topics including an overview of handheld platforms, C++ portability issues, OpenKODE, and platform-specific shader binaries.

Appendix A--GL_HALF_FLOAT_OES

This appendix details the half-float format and provides a reference for how to convert from IEEE floating-point values into half-float (and back).

Appendix B--Built-In Functions

This appendix provides a reference for all of the built-in functions available in the OpenGL ES Shading Language.

Appendix C--Shading Language Grammar

This appendix provides a reference for OpenGL ES Shading Language grammar.

Appendix D--ES Framework API

This appendix provides a reference for the utility framework we developed for the book and describes what each function does.

Examples Code and Shaders

This book is filled with example programs and shaders. You can download the examples from the book Web site at www.opengles-book.com. The examples are all targeted to run on Microsoft Windows XP or Vista with a desktop GPU supporting OpenGL 2.0. The example programs are provided in source code form with Microsoft Visual Studio 2005 project solutions. The examples build and run on the AMD OpenGL ES 2.0 Emulator. Several of the advanced shader examples in the book are implemented in RenderMonkey, a shader development tool from AMD. The book Web site provides links on where to download any of the required tools. The OpenGL ES 2.0 Emulator and RenderMonkey are both freely available tools. For readers who do not own Visual Studio, you can use the free Microsoft Visual Studio 2008 Express Edition available for download at www.microsoft.com/express/.

Errata

If you find something in the book which you believe is in error, please send us a note at errors@opengles-book.com. The list of errata for the book can be found on the book Web site at www.opengles-book.com.

Product details

  • Publisher ‏ : ‎ Addison-Wesley Professional; 1st edition (July 24, 2008)
  • Language ‏ : ‎ English
  • Paperback ‏ : ‎ 450 pages
  • ISBN-10 ‏ : ‎ 0321502795
  • ISBN-13 ‏ : ‎ 978-0321502797
  • Item Weight ‏ : ‎ 1.7 pounds
  • Dimensions ‏ : ‎ 7 x 1.02 x 9.13 inches
  • Customer Reviews:
    4.2 4.2 out of 5 stars 54 ratings

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Customers say

Customers find the book's content useful and relevant. They say it's a good resource for beginners and experienced developers alike. However, opinions differ on the brevity of the examples. Some find the explanations clear and concise, while others feel some shader code is simplistic or lacking full examples.

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9 customers mention "Content"9 positive0 negative

Customers find the book's content useful. They say it's worth reading more than once, with relevant examples. It's an excellent book for beginners and experienced developers alike. However, some reviewers mention the Kindle formatting is poor.

"Great book. I wish there was a similar reference on opengles 1.0 for android. But if you are doing 2.0 this is the book to have...." Read more

"...Well worth reading more than once. I still find the examples relevant and useful." Read more

"...The code is still readable. The rest of the content is OK, although subtle when rendered as gray-on-gray." Read more

"I read this book after reading OpenGL SuperBible. Although it's a good book, i think it could have more content." Read more

16 customers mention "Brevity"11 positive5 negative

Customers have different views on the book's brevity. Some find it provides good explanations and examples of how to work with shaders and use them effectively. They describe it as concise, relevant, and a good reference for programmers. Others feel some shader code is overly simplistic, there aren't full examples included, and the book doesn't cover model, view, and projection in ES 2.0.

"...This book is a true exception, it explains all the nitty gritty details, and explains them quite well...." Read more

"...It is an easy read with lots of information. It has enough details; it does not keep you guessing nor does it bore you with useless or repeated..." Read more

"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...." Read more

"...Again, this book doesn't have full examples in it, so be prepared to browse the internet for an hour looking for answers or other code to borrow, or..." Read more

Top reviews from the United States

  • Reviewed in the United States on February 26, 2011
    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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  • Reviewed in the United States on February 5, 2013
    With this book as my primary source of learning, I went from having learned some fixed-function OpenGL a while back, to feeling fairly comfortable with programmable OpenGL. I read some reviews that worried me about taking this approach, but I fared alright. As such, it's definitely the type of book I need to reread to solidify the details and keep myself from making programming mistakes, and I'm sure it will serve as a great reference. Unfortunately some of the important definitions in the Kindle edition are actually images, not text, and makes the book unsearchable for some things. The index in the back doesn't even reference any pages. This is more likely a publisher/Amazon thing than the author's fault.

    The single biggest problem I had in learning from this book was that some of the examples were scant. For instance, my first implementation of the modelview and projection matrices took several days of frustration to figure out, since the book describes the shader side of things and doesn't give the slightest hint as to what values might be desired. This shouldn't have been a big problem, since I also own Real-Time Rendering (Moller et al.) and read the relevant parts. However, it took me a long time to realize that the matrices needed to be in column-major order rather than row-major. Had the authors of this book been only slightly more specific, I would have saved a lot of time. (Yeah yeah, in chapter 4 or something it actually mentions this fact, but by chapter 8 I had forgotten it in my first reading of the book.) So I would advise that this book is definitely not a stand-alone resource, and I didn't find the downloadable examples from their website to be that helpful. But between this book, Apple developer documents, Real-Time Rendering, and web searches, I've fared pretty well with this book. I would much rather have it than not have it during the learning process, to be sure. Like I said, it will probably take a reread to solidify things, but overall I'm quite satisfied with how much the book has taught me. It has a lot of hints on optimization that I highlighted as I went through, and the authors definitely convey that they know what they're talking about (by knowledge, not by pretense). Again, this book doesn't have full examples in it, so be prepared to browse the internet for an hour looking for answers or other code to borrow, or sit down with a pencil and paper writing out the matrix transformations to figure out why the normal map per-pixel lighting only works with unexpected values (at least in my case, I'm still puzzling that one out). With those cautions, I would gladly recommend this book to anyone wanting to learn OpenGL ES 2.0, or anyone looking for a good entry into programmable OpenGL, since ES 2.0 is a more limited library and is therefore more approachable, I believe.
  • Reviewed in the United States on August 8, 2010
    This book is well written. It is an easy read with lots of information. It has enough details; it does not keep you guessing nor does it bore you with useless or repeated information. The examples are complete and well written. It explains the basics with clarity and brevity. I hope all technical books are written this way.

    It is a must for OpenGL ES 2.0!!!!

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  • Martin Caine
    5.0 out of 5 stars Most useful book for iOS/Android developers
    Reviewed in the United Kingdom on June 12, 2014
    I got this book a while back when I was first getting in to Android and iOS development. It is full of practical examples and code snippets that I still return to now when needing to check things. Definitely a useful book for anyone wanting to create GLES2 games for any platform.
  • Nick Langlois
    4.0 out of 5 stars Clear Explanations And Well Structured Book
    Reviewed in Canada on January 15, 2013
    This book provides an excellent introduction to OpenGL ES 2.0 and its concepts. Although OpenGL ES 2.0 is being presented using the C programming language, the code examples clearly demonstrate the concepts even if you only have intermediate C knowledge. The book could have used more code examples. However that is not really a big problem, either, since you can find many examples online demonstrating how to use OpenGL ES 2.0 on your platform of choice. Thus, this book complements example projects you'll find online by filling in the gaps where the example project do not explain a concept adequately.
  • Antonio B.
    4.0 out of 5 stars Buono come reference, un po' meno come manuale didattico
    Reviewed in Italy on July 21, 2013
    Un libro di livello medio, non troppo scialbo, nè eccellente.

    Spiega bene il linguaggio GLSL, con una buona panoramica delle API a disposizione, ma non si dilunga più di tanto con gli esempi.
    In generale va bene per introdurre la libreria ed il linguaggio di shading, ma bisogna affiancarlo ad un libro che spieghi gli algoritmi di shading nel dettaglio se si vuole creare qualcosa di concreto.
    Inoltre un terzo libro sull'architettura di un graphics engine è altamente consigliato per incastrare le chiamate alle API OpenGL ES con lo strato di Scene Graph.

    In generale lo consiglio come "reference" da tenere a portata di mano quando si programma lo strato di rendering.
  • Cobos Laurent
    5.0 out of 5 stars Idéal pour débuter
    Reviewed in France on January 10, 2013
    Ce livre m'a été conseillé et à juste titre, il est vraiment idéal pour commencer et avoir une bonne vision d'ensemble d'OpenGL.
  • Friedrich Markgraf
    5.0 out of 5 stars DIE Referenz für OpenGL ES 2.0
    Reviewed in Germany on December 2, 2010
    Wenn man vorhat, in OpenGL ES 2.0 zu programmieren (also beispielsweise für iPhone ab 3GS, iPad oder Android ab 2.2), dann ist dieses Buch unverzichtbar.

    OpenGL ES 2.0 ist mit seiner auf Shadern basierenden Pipeline völlig anders aufgebaut und inkompatibel zu OpenGL 1.x. Langsam aber sicher wächst auch die Liste der mobilen Plattformen, die das implementieren.