ES 2. 0 Programming Guide
Addison Wesley Professional | ISBN13: 9780321502797 | Aug-2008 | English | PDF | Pages:457 | Size: 2.76 MB | RAR Compressed | No Password
INTRODUCTION
Over the years, the “Red Book” has become the authoritative reference for each new version of the OpenGL API. Now we have the “Gold Book” for OpenGL ES 2.0—a cross-platform open standard ushering in a new era of shader programmability and visual sophistication for a wide variety of embedded and mobile devices, from game consoles to automobiles, from set top boxes to mobile phones.
Table Of Contents
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List of Figures
List of Examples
List of Tables
Foreword
Preface
Chapter 1: Introduction to OpenGL ES 2.0
Chapter 2: Hello Triangle: An OpenGL ES 2.0 Example
Chapter 3: An Introduction to EGL
Chapter 4: Shaders and Programs
Chapter 5: Opengl ES Shading Language
Chapter 6: Vertex Attributes, 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: Advanced Programming with Opengl Es 2.0
Chapter 14: State Queries
Chapter 15: OpenGL ES and EGL on Handheld Platforms
Appendix A: GL_HALF_FLOAT_OES
Appendix B: Built-In Functions
Appendix C: Shading Language Grammar
Appendix D: ES Framework API
Index
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