Valuta : 
OpenGL(r) ES(TM) 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(r) ES(TM) 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 3.0Emulation) 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 3.0API 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.