
Real-world programming challenges: platform diversity, C++ portability, OpenKODE, and platform-specific shader binariesĭownload the sample pages Table of ContentsĬhapter 1.Advanced rendering: per-pixel lighting with normal maps, environment mapping, particle systems, image post-processing, and projective texturing.Fragment operations: scissor test, stencil test, depth test, multisampling, blending, and dithering.Using fragment shaders-including examples of multitexturing, fog, alpha test, and user clip planes.Vertex shaders, their special variables, and their use in per-vertex lighting, skinning, and other applications.Inputting geometry into the graphics pipeline, and assembling geometry into primitives.The OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniforms, varyings, precision qualifiers, and invariance.Shaders in depth: creating shader objects, compiling shaders, checking for compile errors, attaching shader objects to program objects, and linking final program objects.You’ll move from introductory techniques all the way to advanced per-pixel lighting, particle systems, and performance optimization. Using detailed C-based code examples, they demonstrate how to set up and program every aspect of the graphics pipeline. The authors cover the entire API, including Khronos-ratified extensions.

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.


Graphics programmers and mobile developers have had very little information about it-until now. However, OpenGL ES differs significantly from OpenGL. 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. OpenGL ES 2.0 is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices.
