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OpenGLES(Android2018版)
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OpenGLES(Android2018版)
萌谷王
2023-01-12 21:44:10
课程名称
适应人群
OpenGLES(Android2018版)
至少具备我方零基础入门级技术水平的学员
本课程带领至少具备我方初级入门级技术的学员学懂使用商业级的OpenGLES技术
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OpenGLES(Android2018版)
课程名称适应人群OpenGLES(Android2018版)至少具备我方零基础入门级技术水平的学员本课程带领至少具备我方初级入门级技术的学员学懂使用商业级的OpenGLES技术
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OpenGL
ES
3.0 Programming Guide, 2nd Edition
OpenGL
®
ES
™ is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devic
es
. The new
es
t version,
OpenGL
ES
3.0, mak
es
it possible to create stunning visuals for new gam
es
and apps, without compromising device performance or battery life. In the
OpenGL
ES
3.0 Programming Guide, 2nd Edition, the authors cover the entire API and Shading Language. They carefully introduce
OpenGL
ES
3.0 featur
es
such as shadow mapping, instancing, multiple render targets, uniform buffer objects, texture compr
es
sion, program binari
es
, and transform feedback. Through detailed, downloadable C-based code exampl
es
, you’ll learn how to set up and program every aspect of the graphics pipeline. Step by step, you’ll move from introductory techniqu
es
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 t
es
ted 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 includ
es
EGL API: communicating with the native windowing system, choosing configurations, and creating rendering contexts and surfac
es
Shaders: creating and attaching shader objects; compiling shaders; checking for compile errors; creating, linking, and querying program objects; and using source shaders and program binari
es
OpenGL
ES
Shading Language: variabl
es
, typ
es
, constructors, structur
es
, arrays, attribut
es
, uniform blocks, I/O variabl
es
, precision qualifiers, and invariance Geometry, vertic
es
, and primitiv
es
: inputting geometry into the pipeline, and assembling it into primitiv
es
2D/3D, Cubemap, Array texturing: creation, loading, and rendering; texture wrap mod
es
, filtering, and formats; compr
es
sed textur
es
, sampler objects, immutable textur
es
, pixel unpack buffer objects, and mipmapping Fragment shaders: multitexturing, fog, alpha t
es
t, and user clip plan
es
Fragment operations: scissor, stencil, and depth t
es
ts; multisampling, blending, and dithering Framebuffer objects: rendering to offscreen surfac
es
for advanced effects Advanced rendering: per-pixel lighting, environment mapping, particle systems, image post-proc
es
sing, procedural textur
es
, shadow mapping, terrain, and projective texturing Sync objects and fenc
es
: synchronizing within host application and GPU execution This edition of the book includ
es
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 typ
es
, operators, qualifiers, built-ins, and functions in the
OpenGL
ES
Shading Language. Table of Contents Chapter 1. Introduction to
OpenGL
ES
3.0 Chapter 2. Hello Triangle: An
OpenGL
ES
3.0 Example Chapter 3. An Introduction to EGL Chapter 4. Shaders and Programs Chapter 5.
OpenGL
ES
Shading Language Chapter 6. Vertex Attribut
es
, Vertex Arrays, and Buffer Objects Chapter 7. Primitive Assembly and Rasterization Chapter 8. Vertex Shaders Chapter 9. Texturing Chapter 10. Fragment Shaders Chapter 11. Fragment Operations Chapter 12. Framebuffer Objects Chapter 13. Sync Objects and Fenc
es
Chapter 14. Advanced Programming with
OpenGL
ES
3.0 Chapter 15. State Queri
es
Chapter 16.
OpenGL
ES
Platforms Appendix A. GL_HALF_FLOAT Appendix B. Built-In Functions Appendix C.
ES
Framework API Book Details Title:
OpenGL
ES
3.0 Programming Guide, 2nd Edition Author: Aaftab Munshi, Budirijanto Purnomo, Dan Ginsburg, Dave Shreiner Length: 560 pag
es
Edition: 2 Language: English Publisher: Addison-W
es
ley Prof
es
sional Publication Date: 2014-03-10 ISBN-10: 0321933885 ISBN-13: 9780321933881
android
OpenGL
ES
地球仪绘制——球体绘制及纹理映射——源码
支持如下: (1)
opengl
es
绘制三角形拼成球体 (2)图片作为纹理映射到整个球面上 (3)双点触控缩放球体 (4)拖动旋转球体
《
OpenGL
ES
2.0 Programming Guide》PDF&书籍源码
源码非常齐全,
Android
、iOS、BlackBerry、LinuxX11,Windows,WebGL全平台同步代码
OpenGL
ES
2.0游戏与图形编程——适用于iOS 和
Android
移动终端-游戏程序-程序设计 Ⅳ. ①TN929.53 ②TP311.5
opengl
es
相关
android
使用
OpenGL
ES
将YUV数据转为RGB显示
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