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EBSCO_ocn911430943 |
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150623s2015 enka o 001 0 eng d |
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|a UMI
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|a GBC226969
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|a 018014282
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|a 910706259
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|a 1849695539
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|a 1849695520
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|a 9781849695527
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|a 9781849695534
|q (electronic bk.)
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|a DEBBG
|b BV042683791
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|a (OCoLC)911430943
|z (OCoLC)910706259
|z (OCoLC)913844313
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|a CL0500000606
|b Safari Books Online
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|a T385
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|a 004.3984775
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|a UAMI
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|a Singh, Parminder,
|e author.
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1 |
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|a OpenGL ES 3.0 cookbook :
|b over 90 ready-to-serve, real-time rendering recipes on Android and iOS platforms using OpenGL ES 3.0 and GL shading language 3.0 to solve day-to-day modern 3D graphics challenges /
|c Parminder Singh.
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246 |
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|a Open graphics library embedded systems 3.0 cookbook
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246 |
3 |
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|a Over 90 ready-to-serve, real-time rendering recipes on Android and iOS platforms using OpenGL ES 3.0 and GL shading language 3.0 to solve day-to-day modern 3D graphics challenges
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264 |
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|a Birmingham, UK :
|b Packt Publishing,
|c 2015.
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300 |
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|a 1 online resource (1 volume) :
|b illustrations
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336 |
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a Online resource; title from cover (Safari, viewed June 17, 2015).
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|a Includes index.
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|a "Quick answers to common problems."
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|a Cover; Copyright; Credits; About the Author; Acknowledgments; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: OpenGL ES 3.0 in Android/iOS; Introduction; Programming shaders in Open GL ES shading language 3.0; Loading and compiling a shader program; Linking a shader program; Checking errors in OpenGL ES 3.0; Using the per-vertex attribute to send data to a shader; Using uniform variables to send data to a shader; Programming OpenGL ES 3.0 Hello World Triangle; Using JNI in Android to communicate with C/C++; Developing an Android OpenGL ES 3.0 application
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|a Developing an iOS OpenGL ES 3.0 applicationChapter 2: OpenGL ES 3.0 Essentials; Introduction; Building prototypes using the GLPI framework; Implementing touch events; Rendering primitives with vertex arrays; Drawing APIs in OpenGL ES 3.0; Efficient rendering with Vertex Buffer Object; Transformations with the model, view, and projection analogies; Understanding the projection system in GLPI; Culling in OpenGL ES 3.0; Depth testing in OpenGL ES 3.0; Chapter 3: New Features of OpenGL ES 3.0; Introduction; Managing variable attributes with qualifiers
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|a Grouping uniforms and creating buffer objectsManaging VBO with Vertex Array Objects; Reading and writing buffer objects with mapping; Render multiple objects with geometry instancing; Rendering multiple primitives with primitive restart; Chapter 4: Working with Meshes; Introduction; Creating polygon meshes with Blender; Rendering the wavefront OBJ mesh model; Rendering the 3Ds mesh model; Chapter 5: Light and Materials; Introduction; Implementing the per-vertex ambient light component; Implementing the per-vertex diffuse light component; Implementing the per-vertex specular light component
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|a Optimizing the specular light with the halfway vectorGouraud shading -- the per-vertex shading technique; Phong shading -- the per-fragment shading technique; Implementing directional and point light; Implementing multiple lights in a scene; Implementing two-side shading; Chapter 6: Working with Shaders; Introduction; Implementing the wobble and ripple effect; Procedural texture shading with object coordinates; Creating a circular pattern and making them revolve; Generating a brick pattern; Generating the polka dot pattern; Discarding fragments
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|a Procedural texture shading with texture coordinatesChapter 7: Textures and Mapping Techniques; Introduction; Applying texture with UV mapping; Efficient rendering with the ETC2 compressed texture; Applying multiple textures; Implementing Skybox with seamless cube mapping; Implementing reflection and refraction with environment mapping; Implementing render to texture with Frame Buffer Objects; Implementing terrain with displacement mapping; Implementing bump mapping; Chapter 8: Font Rendering; Introduction; Font rendering with the FreeType project; Rendering different languages with Harfbuzz
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|a If you are new to OpenGL ES or have some experience in 3D graphics, then this book will be extremely helpful in raising your expertise level from a novice to professional. The book implements more than 90 recipes to solve everyday challenges, helping you transition from a beginner to a professional.
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590 |
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
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630 |
0 |
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|a OpenGL.
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630 |
0 |
7 |
|a OpenGL.
|2 fast
|0 (OCoLC)fst01380188
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650 |
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|a Computer graphics
|x Computer programs.
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650 |
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6 |
|a Infographie
|x Logiciels.
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650 |
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7 |
|a Computer graphics
|x Computer programs.
|2 fast
|0 (OCoLC)fst00872121
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776 |
0 |
8 |
|i Print version:
|a Singh, Parminder.
|t OpenGL ES 3.0 cookbook : over 90 ready-to-serve, real-time rendering recipes on Android and iOS platforms using OpenGL ES 3.0 and GL shading language 3.0 to solve day-to-day modern 3D graphics challenges.
|d Birmingham, [England] ; Mumbai, [India] : Packt Publishing, ©2015
|h 491 pages
|z 9781849695527
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856 |
4 |
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|u https://ebsco.uam.elogim.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1000542
|z Texto completo
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