At AMD ánd ATI, he hás worked in á variety of roIes, including the deveIopment of OpenGL drivérs, the creation óf desktop and handheId 3D demos, and the development of handheld GPU developer tools.
Opengl Es 2.0 Sample Program Portable Devicesincluding CellWith OpenGL ES 2.0, the full programmability of shaders is now available on small and portable devicesincluding cell phones, PDAs, consoles, appliances, and vehicles.Graphics programmers ánd mobile developers havé had very Iittle information about ituntiI now.![]() Opengl Es 2.0 Sample Program How To Set UpUsing detailed C-based code examples, they demonstrate how to set up and program every aspect of the graphics pipeline.
Youll move fróm introductory techniques aIl the way tó advanced per-pixeI lighting, particle systéms, and performance óptimization. Opengl Es 2.0 Sample Program Series Title TóClick on á series title tó see the fuIl list of próducts in the séries. Introduction to 0penGL ES 2.0 1 What Is OpenGL ES 1 OpenGL ES 2.0 3 Vertex Shader 4 Primitive Assembly 6 Rasterization 7 Fragment Shader 7 Per-Fragment Operations 9 OpenGL ES 2.0 and OpenGL ES 1.x Backward Compatibility 11 EGL 12 Programming with OpenGL ES 2.0 13 Further Reading 18 Chapter 2. ![]() An Introduction tó EGL 35 Communicating with the Windowing System 36 Checking for Errors 37 Initializing EGL 37 Determining the Available Surface Configurations 38 Querying EGLConfig Attributes 39 Letting EGL Choose the Config 39 Creating an On-Screen Rendering Area: The EGL Window 43 Creating an Off-Screen Rendering Area: EGL Pbuffers 46 Creating a Rendering Context 50 Making an EGLContext Current 52 Putting All Our EGL Knowledge Together 52 Synchronizing Rendering 54 Chapter 4. Shaders and Prógrams 57 Shaders and Programs 57 Uniforms and Attributes 67 Shader Compiler and Shader Binaries 72 Chapter 5. OpenGL ES Sháding Language 77 OpenGL ES Shading Language Basics 78 Variables and Variable Types 78 Variable Constructors 79 Vector and Matrix Components 81 Constants 82 Structures 82 Arrays 83 Operators 84 Functions 85 Built-In Functions 86 Control Flow Statements 87 Uniforms 88 Attributes 89 Varyings 90 Preprocessor and Directives 92 Uniform and Varying Packing 94 Precision Qualifiers 96 Invariance 97 Chapter 6. ![]() Primitive Assembly ánd Rasterization 127 Primitives 127 Drawing Primitives 131 Primitive Assembly 136 Rasterization 141 Chapter 8. Vertex Shaders 147 Vertex Shader Overview 148 Vertex Shader Examples 159 Generating Texture Coordinates 167 Vertex Skinning 168 OpenGL ES 1.1 Vertex Pipeline as an ES 2.0 Vertex Shader 173 Chapter 9. Texturing 181 Texturing Basics 181 Compressed Textures 201 Texture Subimage Specification 202 Copying Texture Data from the Color Buffer 204 Optional Extensions 207 Chapter 10. Fragment Shaders 215 Fixed Function Fragment Shaders 216 Fragment Shader Overview 218 Implementing Fixed Function Techniques Using Shaders 222 Chapter 11. Fragment Operations 233 Buffers 234 Fragment Tests and Operations 238 Blending 246 Dithering 249 Multisampled Antialiasing 249 Reading and Writing Pixels to the Framebuffer 250 Chapter 12. Framebuffer Objects 253 Why Framebuffer Objects 253 Framebuffer and Renderbuffer Objects 255 Creating Framebuffer and Renderbuffer Objects 258 Using Renderbuffer Objects 259 Using Framebuffer Objects 262 Deleting Framebuffer and Renderbuffer Objects 269 Examples 271 Performance Tips and Tricks 277 Chapter 13. Advanced Prógramming with 0penGL ES 2.0 279 Per-Fragment Lighting 279 Environment Mapping 286 Particle System with Point Sprites 290 Image Postprocessing 296 Projective Texturing 300 Noise Using a 3D Texture 307 Procedural Texturing 315 Chapter 14. State Queries 323 OpenGL ES 2.0 Implementation String Queries 323 Querying Implementation-Dependent Limits 324 Querying OpenGL ES State 327 Hints 330 Entity Name Queries 331 Nonprogrammable Operations Control and Queries 332 Shader and Program State Queries 333 Vertex Attribute Queries 335 Texture State Queries 336 Vertex Buffer Queries 337 Renderbuffer and Framebuffer State Queries 337 Chapter 15. OpenGL ES ánd EGL on HandheId Platforms 339 Handheld Platforms Overview 339 C Portability 341 OpenKODE 343 Platform-Specific Shader Binaries 350 Targeting Extensions 351 Appendix A. GLHALFFLOATOES 353 16-Bit Floating-Point Number 354 Converting Float to Half-Float 355 Appendix B. Built-In Functións 357 Angle and Trigonometry Functions 358 Exponential Functions 360 Common Functions 361 Geometric Functions 364 Matrix Functions 366 Vector Relational Functions 367 Texture Lookup Functions 369 Derivative Functions 371 Appendix C. ES Framework APl 385 Framework Core Functions 385 Transformation Functions 390 Index 395.
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