OpenGL ES 3.0 programming guide / Dan Ginsburg, Budirijanto Purnomo ; with earlier contributions from Dave Shreiner, Aaftab Munshi.

By: Ginsburg, DanContributor(s): Purnomo, Budirijanto | Shreiner, Dave | Munshi, AaftabMaterial type: TextTextPublisher: Upper Saddle River, NJ : Addison-Wesley, [2014]Edition: Second editionDescription: xl, 516 pages : illustrations ; 24 cmContent type: text Media type: unmediated Carrier type: volumeISBN: 978-93-325-3909-9; 9780321933881 (paperback : alk. paper)Subject(s): OpenGL | Computer graphics -- Specifications | Application program interfaces (Computer software) | Computer programmingDDC classification: 006.66,GIN LOC classification: T385 | .G5426 2014
Contents:
Introduction to OpenGL ES 3.0 (Page-1),Hello Triangle: an OpenGL ES 3.0 Example (Page-27), An Introduction to EGL (Page-43), Shaders and Programs (Page-69), OpenGL ES Shading Language (Page-97), Vertex Attributes, vertex arrays, and buffer objects (Page-125), Primitive Assembly and Rasterization (Page-161), Vertex Shaders (Page-187), Texturing (Page-225), Fragment Shaders (Page-279), Fragment Operations (Page-297), Frame buffer Objects (Page-325), Sync Objects and Fences (Page-357), Advanced Programming with OpenGL ES 3.0 (Page-363), State Queries (Page-421), OpenGL ES Platforms (PAge-447).
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Item type Current location Home library Shelving location Call number Status Notes Date due Barcode Item holds
Book Book Military College of Signals (MCS)
Military College of Signals (MCS)
General Stacks 006.66,GIN (Browse shelf) Available Almirah No.7, Shelf No.6 MCS37782
Total holds: 0

Introduction to OpenGL ES 3.0 (Page-1),Hello Triangle: an OpenGL ES 3.0 Example (Page-27), An Introduction to EGL (Page-43), Shaders and Programs (Page-69), OpenGL ES Shading Language (Page-97), Vertex Attributes, vertex arrays, and buffer objects (Page-125), Primitive Assembly and Rasterization (Page-161), Vertex Shaders (Page-187), Texturing (Page-225), Fragment Shaders (Page-279), Fragment Operations (Page-297), Frame buffer Objects (Page-325), Sync Objects and Fences (Page-357), Advanced Programming with OpenGL ES 3.0 (Page-363), State Queries (Page-421), OpenGL ES Platforms (PAge-447).

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