| English - Nederlands | ||||
| computercollectief | comcol.nl | |||
| computerboeken & software | computerboeken | |||
| home | producten | verwacht | koopjes | licenties | nieuwsbrief | dealer-info | contact | winkelwagen | ||
| zoeken | nieuw | thema's | acties | hoe bestellen | faq | winkels | over ons | afrekenen |
| computerboeken » algemeen of platformonafhankelijk » creatieve software » computergrafiek » opengl | ||
![]() | OpenGL ES 2.0 Programming GuideAddison Wesley US | 2009 | 417 blz. | Aaftab Munshi, Dan Ginsburg, Dave ShreinerIn the OpenGL ES 2.0 Programming Guide, three leading authorities on the OpenGL ES 2.0 interface - including the specification's editor - provide start-to-finish guidance for maximizing the interface's value in a wide range of high-performance applications. The authors cover the entire API, including Khronos-ratified extensions. Using detailed C-based code examples, they demonstrate how to set up and program every aspect of the graphics pipeline. You'll move from introductory techniques all the way to advanced per-pixel lighting, particle systems, and performance optimization. Tutorial for Developers, Intermediate and Advanced Level onze prijs € 39,90 incl. BTW (€ 37,64 excl. BTW) — ISBN: 9780321502797 | 0321502795 |
|
Verzendkosten slechts € 1,95 (voor bestellingen boven de 20 euro in Nederland, daaronder € 4,95) | ||||
| dit artikel bestellen | naar de kassa | |||||||||
| Coverage includes:
- Shaders in depth: creating shader objects, compiling shaders, checking for compile errors, attaching shader objects to program objects, and linking final program objects; - The OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniforms, varyings, precision qualifiers, and invariance; - Inputting geometry into the graphics pipeline, and assembling geometry into primitives; - Vertex shaders, their special variables, and their use in per-vertex lighting, skinning, and other applications; - Using fragment shaders_including examples of multitexturing, fog, alpha test, and user clip planes; - Fragment operations: scissor test, stencil test, depth test, multisampling, blending, and dithering; - Advanced rendering: per-pixel lighting with normal maps, environment mapping, particle systems, image post-processing, and projective texturing; - Real-world programming challenges: platform diversity, C++ portability, OpenKODE, and platform-specific shader binaries. | ||
| soort artikel | computerboeken | ||
| ons bestelnummer | 14892-A6 | ||
| titel | OpenGL ES 2.0 Programming Guide | ||
| onderwerp | opengl | ||
| uitgever | Addison Wesley US [ADD ] | ||
| website uitgever | www.awprofessional.com | ||
| ISBN-13 | 978-0-321-50279-7 | 9780321502797 | ||
| ISBN-10 | 0-321-50279-5 | 0321502795 | ||
| gepubliceerd in | 2009 | ||
| geschreven door | Aaftab Munshi, Dan Ginsburg, Dave Shreiner | ||
| dit boek behandelt | US versie | ||
| taal van het boek | Engels US | ||
| aantal bladzijden | 417 | ||
| uitvoering | softcover | ||
| Nederlandse distributie | Computercollectief BV | ||
| artikelcode fabrikant | 978-0-321-50279-7 | ||
| barcode | 9780321502797 |
| naar uitvoerig | compact overzicht | Nog 7 andere boeken over opengl | ||
| verzendkosten - verkoopvoorwaarden - privacyverklaring | |||