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|a T385
|b .G567 2014
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|a 006.6/6
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|a UAMI
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|a Ginsburg, Dan.
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|a OpenGL ES 3.0 programming guide /
|c Dan Ginsburg, Budirijanto Purnomo ; with earlier contributions from Dave Shreiner, Aaftab Munshi.
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|a 2nd ed.
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|a Upper Saddle River, NJ :
|b Addison-Wesley,
|c 2014.
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|a 1 online resource (1 volume) :
|b illustrations
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|a text
|b txt
|2 rdacontent
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|a computer
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|2 rdamedia
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|a online resource
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|a text file
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|a Print version record.
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|a Revised edition of: The OpenGL 2.0 programming guide / Aaftab Munshi, Dan Ginsburg, Dave Shriener, 2009.
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|a Includes bibliographical references and index.
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|a OpenGL® ES is the industry's leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. The newest version, OpenGL ES 3.0, makes it possible to create stunning visuals for new games and apps, without compromising device performance or battery life. In the OpenGL ® ES 3.0 Programming Guide, Second Edition, the authors cover the entire API and Shading Language. They carefully introduce OpenGL ES 3.0 features such as shadow mapping, instancing, multiple render targets, uniform buffer objects, texture compression, program binaries, and transform feedback. Through detailed, downloadable C-based code examples, you'll learn how to set up and program every aspect of the graphics pipeline. Step by step, you'll move from introductory techniques all the way to advanced per-pixel lighting and particle systems. Throughout, you'll find cutting-edge tips for optimizing performance, maximizing efficiency with both the API and hardware, and fully leveraging OpenGL ES 3.0 in a wide spectrum of applications. All code has been built and tested on iOS 7, Android 4.3, Windows (OpenGL ES 3.0 Emulation), and Ubuntu Linux, and the authors demonstrate how to build OpenGL ES code for each platform. Coverage in c ludes EGL API: communicating with the native windowing system, choosing configurations, and creating rendering contexts and surfaces Shaders: creating and attaching shader objects; compiling shaders; checking for compile errors; creating, linking, and querying program objects; and using source shaders and program binaries OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniform blocks, I/O variables, precision qualifiers, and invariance Geometry, vertices, and primitives: inputting geometry into the pipeline, and assembling it into primitives 2D/3D, Cubemap, Array texturing: creation, loading, and rendering; texture wrap modes, filtering, and formats; compressed textures, sampler objects, immutable textures, pixel unpack buffer objects, and mipmapping Fragment shaders: multitexturing, fog, alpha test, and user clip planes Fragment operations: scissor, stencil, and depth tests; multisampling, blending, and dithering Framebuffer objects: rendering to offscreen surfaces for advanced effects Advanced rendering: per-pixel lighting, environment mapping, particle systems, image post-processing, procedural textures, shadow mapping, terrain, and projective textures.
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|f Copyright © Addison-Wesley Professional
|g 2014
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
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|a Computer graphics
|v Specifications.
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|a Application program interfaces (Computer software)
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|a Computer programming.
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|a Interfaces de programmation d'applications.
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|a Programmation (Informatique)
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|a APIs (interfaces)
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|a Application program interfaces (Computer software)
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|a Computer graphics
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|a Computer programming
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|a Specifications
|2 fast
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|a Purnomo, Budirijanto.
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|i Print version:
|a Ginsburg, Dan.
|t OpenGL ES 3.0 programming guide.
|b Second edition.
|d Upper Saddle River, NJ : Addison-Wesley, [2014]
|z 9780321933881
|w (DLC) 2013049233
|w (OCoLC)869458540
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|u https://learning.oreilly.com/library/view/~/9780133440133/?ar
|z Texto completo (Requiere registro previo con correo institucional)
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