Dan Ginsburg is founder of Upsample Software, LLC, a software consultancy specializing in 3D graphics and GPU computing. In previous roles he has worked on developing OpenGL drivers, desktop and handheld 3D demos, GPU developer tools, 3D medical visualization and games. He coauthored the OpenCL Programming Guide (Addison-Wesley, 2012).
Budi Purnomo is a senior software architect at Advanced Micro Devices, Inc. where he collaborates with many AMD architects to develop software infrastructure across multiple software stacks and to define future hardware architectures for debugging and profiling GPU applications.
Dave Shreiner is one of the World’s foremost authorities on OpenGL. He is the series editor for the Addison-Wesley OpenGL Series.
Aatab Munshi is the spec editor for the OpenGL ES 1.1 and 2.0 specifications.
Review
“As a graphics technologist and intense OpenGL ES developer, I can honestly say that if you buy only one book on OpenGL ES 3.0 programming, then this should be the book. Dan and Budirijanto have written a book clearly by programmers for programmers. It is simply required reading for anyone interested in OpenGL ES 3.0. It is informative, well organized, and comprehensive, but best of all practical. You will find yourself reaching for this book over and over again instead of the actual OpenGL ES specification during your programming sessions. I give it my highest recommendation.”
–Rick Tewell, Graphics Technology Architect, Freescale
“This book provides outstanding coverage of the latest version of OpenGL ES, with clear, comprehensive explanations and extensive examples. It belongs on the desk of anyone developing mobile applications.”
–Dave Astle, Graphics Tools Lead, Qualcomm Technologies, Inc., and Founder, GameDev.net
“The second edition of OpenGL® ES™ 3.0 Programming Guide provides a solid introduction to OpenGL ES 3.0 specifications, along with a wealth of practical information and examples to help any level of developer begin programming immediately. We’d recommend this guide as a primer on OpenGL ES 3.0 to any of the thousands of developers creating apps for the many mobile and embedded products using our PowerVR Rogue graphics.”
–Kristof Beets, Business Development, Imagination Technologies
“This is a solid OpenGL ES 3.0 reference book. It covers all aspects of the API and will help any developer get familiar with and understand the API, including specifically the new ES 3.0 functionality.”
–Jed Fisher, Managing Partner, 4D Pipeline
“This is a clear and thorough reference for OpenGL ES 3.0, and an excellent presentation of the concepts present in all modern OpenGL programming. This is the guide I’d want by my side when diving into embedded OpenGL.”
–Todd Furlong, President & Principal Engineer, Inv3rsion LLC
發表於2024-11-08
OpenGL ES 3.0 Programming Guide 2024 pdf epub mobi 電子書 下載
論入門學習,DirectX比OpenGL友善得多,版本簡單明瞭,裝好SDK開VisualStudio就可以跑,文檔案例齊全,省心省事。OpenGL有多麻煩?網上一搜,被告知需要glew;想在不同係統下快速搭建開發環境?再去找找glfw。搜個教程,又要求glut。開始寫代碼瞭,OpenGL裏麵沒有內置數學庫,...
評分我就說一處: glShaderSource 最後一個參數 length,看看這貨怎麼翻譯的 “如果length為NULL, 著色器字符串將被認定為空。” 啥意思? 再看官方原版 “ If length is NULL, each string is assumed to be null terminated.” 請不好糟蹋好書瞭好嗎?
評分第十一章, fragment operations stencil buffer testing 的例子 test0 的case的注釋是不是寫錯瞭 應該是(0x7 & 0x3 ) < ( 0x1 & 0x3) 寫成瞭(0x7 & 0x3 ) < ( 0x1 & 0x7)
評分論入門學習,DirectX比OpenGL友善得多,版本簡單明瞭,裝好SDK開VisualStudio就可以跑,文檔案例齊全,省心省事。OpenGL有多麻煩?網上一搜,被告知需要glew;想在不同係統下快速搭建開發環境?再去找找glfw。搜個教程,又要求glut。開始寫代碼瞭,OpenGL裏麵沒有內置數學庫,...
評分論入門學習,DirectX比OpenGL友善得多,版本簡單明瞭,裝好SDK開VisualStudio就可以跑,文檔案例齊全,省心省事。OpenGL有多麻煩?網上一搜,被告知需要glew;想在不同係統下快速搭建開發環境?再去找找glfw。搜個教程,又要求glut。開始寫代碼瞭,OpenGL裏麵沒有內置數學庫,...
圖書標籤: OpenGLES OpenGL 圖形學 計算機圖形學 編程 Graphics 計算機 遊戲設計
適閤當作參考書
評分適閤當作參考書
評分再次收獲
評分再次收獲
評分gl es入門經典
OpenGL ES 3.0 Programming Guide 2024 pdf epub mobi 電子書 下載