OpenGL ES 3.0 Programming Guide by Dan Ginsburg

By Dan Ginsburg

OpenGL® ES™ is the industry’s major software program interface and snap shots library for rendering refined 3D photos on hand held and embedded units. the most recent model, OpenGL ES 3.0, makes it attainable to create lovely visuals for brand spanking new video games and apps, with out compromising machine functionality or battery life.
In the OpenGL ® ES ™ 3.0 Programming consultant, moment variation, the authors hide the full API and Shading Language. They rigorously introduce OpenGL ES 3.0 beneficial properties reminiscent of shadow mapping, instancing, a number of render objectives, uniform buffer gadgets, texture compression, application binaries, and rework feedback.
All code has been outfitted and confirmed on iOS 7, Android 4.3, home windows (OpenGL ES 3.0 Emulation), and Ubuntu Linux, and the authors exhibit the way to construct OpenGL ES code for every platform.

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OpenGL ES 3.0 Programming Guide

OpenGL® ES™ is the industry’s top software program interface and images library for rendering subtle 3D pics on hand held and embedded units. the most recent model, OpenGL ES three. zero, makes it attainable to create beautiful visuals for brand spanking new video games and apps, with no compromising machine functionality or battery existence.

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For example, glUniform*() stands for all variations of the command you use to specify uniforms and glUniform*v() refers to all the vector versions of the command you use to specify uniforms. If a particular version of a command needs to be discussed, we use the full command name with the appropriate suffixes. Error Handling OpenGL ES commands incorrectly used by applications generate an error code. This error code is recorded and can be queried using glGetError. No other errors will be recorded until the application has queried the first error code using glGetError.

0 example program that draws a triangle. 0 program. 0. We describe how to communicate with the native windowing system, choose a configuration, and create EGL rendering contexts and surfaces. 0. 0. In Chapter 4, we describe how to create a shader object, compile a shader, and check for compile errors. The chapter also explains how to create a program object, attach shader objects to it, and link a final program object. We discuss how to query the program object for information and how to load uniforms.

9. 10. 11. 12. 13. 14. 15. 16. 17. 00). Line 2 describes a uniform variable u_mvpMatrix that stores the combined model view and projection matrix. Lines 7 and 8 describe the inputs to the vertex shader and are referred to as vertex attributes. a_position is the input vertex position attribute and a_color is the input vertex color attribute. On line 12, we declare the output v_color to store the output of the vertex shader that describes the per-vertex color. The built-in variable called gl_Position is declared automatically, and the shader must write the transformed position to this variable.

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