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Book details
- ISBN-100321502795
- ISBN-13978-0321502797
- Edition1st
- PublisherAddison-Wesley Professional
- Publication date24 July 2008
- LanguageEnglish
- Dimensions17.78 x 2.59 x 23.19 cm
- Print length450 pages
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
From the Back Cover
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
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.
About the authors
Follow authors to get new release updates, plus improved recommendations.Dave Shreiner started his graphics career hacking on a Commodore 64 back in 1981 (a mere 15 years after his birth [yes, late by today's standards], but computers weren't prevalent in Etters, Pennsylvania at that time). Things started to get interesting at the University of Delaware in 1988, where he got to work on his (well, his employer's) first Silicon Graphics Computer Systems ("SGI" to those how know and loved them) machine (a 4D/220GTX running at 25MHz). Combining his love of science, mathematics, and video games, his first graphics programs were for visualizing molecules.
After a somewhat tumultuous college career, Dave went on to do more work on SGI machines doing flight simulation and user-interface design. As that work dried up, he joined SGI in 1991 helping graphics programmers work with Iris GL (OpenGL's predecessor). His career continued as he began teaching classes on Iris GL, user-interface design, and parallel and real-time programming, all the while being mentored by Mason Woo. Around the same time, he was introduced to the fledgling OpenGL API being developed, and asked to author an introductory course on the subject.
Around the same time, he met Vicki - his future wife - eventually mentoring her in OpenGL programming. Not long after, they wed, and formed a family mostly composed of felines.
In 1997, Dave joined forces with Mason in his first writing activity as they updated the "OpenGL Programming Guide" (the "Red Book") to its third edition. At the same time, Mason and co-presenter Ed Angel (author of "Interactive Computer Graphics: A top-down approach using OpenGL") added Dave into their SIGGRAPH (the annual computer graphics conference) course team, and so the mayhem began.
Over the next decade, Dave continued to work at SGI in various roles, including OpenGL driver development for many of their products. He also updated the "OpenGL Programming Guide" three more times, and was involved in presenting another 13 SIGGRAPH courses on OpenGL (and countless others at other conferences). Also during this time, Addison-Wesley - the publisher of the "OpenGL Programming Guide" and numerous other books related to OpenGL - made him series editor for their OpenGL library, allowing him to provide direction and input into their books relating to OpenGL.
In 2006, Dave's career steered to a new vector, as he went off to do work on GPU computing. At the same time, he also worked as chair of SIGGRAPH's courses program (as well as once again presenting a course).
While GPU computing was increasing in relevance, Dave felt that mobile computer graphics was on the cusp of becoming an even bigger thing, and joined ARM's (the embedded CPU company) graphics group to directly contribute to the fray. Soon after, he became involved with OpenGL ES, the embedded version of OpenGL. At the same time, he contributed to the "OpenGL ES 2.0 Programming Guide", and began presenting courses on OpenGL's embedded version.
More recently, Dave joined long-time collaborator and fellow author, Ed Angel, in updating his textbook - "Interactive Computer Graphics: A top-down approach using WebGL", as well as presenting courses at Sonoma State University on computer graphics and parallel programming.
In addition to his part-time job writing and presenting courses, Dave is a senior manager at Unity Technologies, leading their low-level graphics APIs team.
Dave & Vicki live with their cat family in California's Sonoma wine country.
Additional authors: Dan Ginsburg
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Product Information
| Publisher | Addison-Wesley Professional |
| Publication date | 24 July 2008 |
| Edition | 1st |
| Language | English |
| Print length | 450 pages |
| ISBN-10 | 0321502795 |
| ISBN-13 | 978-0321502797 |
| Item weight | 771 g |
| Dimensions | 17.78 x 2.59 x 23.19 cm |
| Best Sellers Rank |
|
|---|---|
| Customer Reviews | 4.1 out of 5 stars 53Reviews |
Top reviews from the United Kingdom
- 5 out of 5 starsVerified Purchase
Most useful book for iOS/Android developers
Reviewed in the United Kingdom on 12 June 2014Format: PaperbackI 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.
- 4 out of 5 starsVerified Purchase
Everything you need to know about OGL ES 2.0
Reviewed in the United Kingdom on 25 December 2012Format: PaperbackA great book, from the ground up. Covers nearly all aspects of ES 2.0 in an easy-to-read fashion, without skipping over anything important.
All code is written on and for Windows pc's although all of it compiles on ES 2.0 emulators.
Did not enjoy the renderMonkey examples that much, but they are just your average frag / vert shaders after all.
- 5 out of 5 stars
Excellent, clear and concise.
Reviewed in the United Kingdom on 9 June 2011Format: PaperbackA great book which explains the principles (and some details) of using OpenGL upon embedded devices.
The book is nicely paced and covers some basic graphics concepts before moving onto details of vertex space, drawing buffers, textures and more. Each chapter contains background context, moves into OpenGL implementation, and covers API reference in good detail.
There is some iOS-specific code, but it not a distraction. I have used the book to create 3D for an Android software, and it was extremely valuable.
- 3 out of 5 starsVerified Purchase
I think the book could be structured better and written more cleary
Reviewed in the United Kingdom on 6 December 2014Format: PaperbackI was new to 3D graphics and android and I found this book very confusing. I think the book could be structured better and written more cleary. That said it is pretty in depth and on 3 readings I did get it. I don't think this book is for beginners...
- 5 out of 5 stars
Everything you'll need to know to get started.
Reviewed in the United Kingdom on 25 October 2010Format: PaperbackAs pointed out in previous reviews, openGL ES 2.0 is very different to previous versions. So be sure exactly what it is you need to know before purchasing. The book does provide a complete implementation of the fixed pipeline however, and sourcecode can be downloaded. Interestingly a time limited online version of the book is available via a code on the inside cover. While I've not used it yet I can see it coming in handy at some point.
A basic knowledge of openGL and C was enough to make the book perfectly readable for me, I read most of it before sitting down at the computer with it for the first time.
The book also provides a good reference guide, information on EGL and some information on iPhone development. I can see the tables of the built in functions coming in very handy too.
- 5 out of 5 stars
Great start for programming in ES 2.0
Reviewed in the United Kingdom on 23 August 2010Format: PaperbackThis is written by industry leading GL experts, so the information provided is spot on, and is very helpful for those who are new to programming in ES 2.0. It is more targeted towards those who have experience with GL and 3d graphics previously, but isn't so technical that it can't reasonably be followed by those starting out, but it will take a lot of cross reference and learn-as-you-go. I got this book as I was thrown into a project porting GL 1.x to ES 2.0 and this book has proven invaluable as an educational and technical info source.
- 4 out of 5 stars
A must-have if you do OpenGL ES 2.0
Reviewed in the United Kingdom on 8 September 2012If you plan on doing OpenGL ES 2.0 at all, this is a must have.
It is not very beginner friendly (if you have no experience with OpenGL) but takes you through all the different parts of OpenGL ES 2.0 and does so in a fairly platform agnostic manner (examples are written in C).
Probably not as much a book you would read from beginning to end as a reference to turn to for in-depth explanation of a feature or technique.
- 2 out of 5 starsVerified Purchase
written in a hurry; contains important errors
Reviewed in the United Kingdom on 27 June 2017Format: PaperbackUnfortunately this book contains errors: both typos and incorrect program logic. It is also extremely confusing and hard to use. It's not useless, and I have puzzled over it a lot and persevered to extract some value from it, but it could have been so much better.
Here's an example of an important error. On code in page 123 there are three successive calls to glVertexAttribPointer. This function, when used with vertex buffers, works on the currently bound buffer; thus each successive call erases the effect of the last one, because the bound buffer is unchanged. To work properly, the code needs a call to glBindBuffer before each call to glVertexAttribPointer.
Top reviews from other countries
Nick Langlois4 out of 5 starsVerified PurchaseClear Explanations And Well Structured Book
Reviewed in Canada on 15 January 2013Format: PaperbackThis 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.
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Friedrich Markgraf5 out of 5 starsVerified PurchaseDIE Referenz für OpenGL ES 2.0
Reviewed in Germany on 2 December 2010Format: PaperbackWenn 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.
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Cobos Laurent5 out of 5 starsVerified PurchaseIdéal pour débuter
Reviewed in France on 10 January 2013Format: PaperbackCe livre m'a été conseillé et à juste titre, il est vraiment idéal pour commencer et avoir une bonne vision d'ensemble d'OpenGL.
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Antonio B.4 out of 5 starsVerified PurchaseBuono come reference, un po' meno come manuale didattico
Reviewed in Italy on 21 July 2013Format: PaperbackUn 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.
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Zenja Solaja5 out of 5 starsVerified PurchaseFirst book to properly explain how modern OpenGL works
Reviewed in the United States on 26 February 2011Format: PaperbackThis 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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