OpenGL ES 2.0 programming guide:
Gespeichert in:
Hauptverfasser: | , , |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Upper Saddle River, NJ ; Munich [u.a.]
Addison-Wesley
2009
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | Hier auch später erschienene unveränd. Nachdr. |
Beschreibung: | XXXI, 435 S. Ill., graph. Darst. |
ISBN: | 9780321502797 0321502795 |
Internformat
MARC
LEADER | 00000nam a2200000zc 4500 | ||
---|---|---|---|
001 | BV035061118 | ||
003 | DE-604 | ||
005 | 20240903 | ||
007 | t | ||
008 | 080919s2009 xxuad|| |||| 00||| eng d | ||
010 | |a 2008016669 | ||
020 | |a 9780321502797 |c pbk. : alk. paper |9 978-0-321-50279-7 | ||
020 | |a 0321502795 |c pbk. : alk. paper |9 0-321-50279-5 | ||
035 | |a (OCoLC)695929856 | ||
035 | |a (DE-599)BVBBV035061118 | ||
040 | |a DE-604 |b ger |e aacr | ||
041 | 0 | |a eng | |
044 | |a xxu |c US | ||
049 | |a DE-91G |a DE-523 |a DE-B768 |a DE-739 | ||
050 | 0 | |a T385 | |
082 | 0 | |a 006.6/6 | |
084 | |a ST 321 |0 (DE-625)143658: |2 rvk | ||
084 | |a DAT 754f |2 stub | ||
100 | 1 | |a Munshi, Aaftab |e Verfasser |0 (DE-588)137581505 |4 aut | |
245 | 1 | 0 | |a OpenGL ES 2.0 programming guide |c Aaftab Munshi ; Dan Ginsburg ; Dave Shreiner |
246 | 1 | 3 | |a Open GL ES 2.0 programming guide |
246 | 1 | 0 | |a Open GL |
264 | 1 | |a Upper Saddle River, NJ ; Munich [u.a.] |b Addison-Wesley |c 2009 | |
300 | |a XXXI, 435 S. |b Ill., graph. Darst. | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
500 | |a Hier auch später erschienene unveränd. Nachdr. | ||
630 | 0 | 4 | |a OpenGL |
650 | 4 | |a Computer graphics |v Specifications | |
650 | 4 | |a Application program interfaces (Computer software) | |
650 | 4 | |a Computer programming | |
650 | 0 | 7 | |a Computergrafik |0 (DE-588)4010450-3 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a OpenGL |0 (DE-588)4391716-1 |2 gnd |9 rswk-swf |
689 | 0 | 0 | |a OpenGL |0 (DE-588)4391716-1 |D s |
689 | 0 | 1 | |a Computergrafik |0 (DE-588)4010450-3 |D s |
689 | 0 | |5 DE-604 | |
700 | 1 | |a Ginsburg, Dan |e Verfasser |0 (DE-588)13758153X |4 aut | |
700 | 1 | |a Shreiner, Dave |e Verfasser |4 aut | |
856 | 4 | 2 | |m Digitalisierung UB Passau |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016729628&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
943 | 1 | |a oai:aleph.bib-bvb.de:BVB01-016729628 |
Datensatz im Suchindex
DE-BY-FWS_katkey | 479748 |
---|---|
_version_ | 1809768531317751808 |
adam_text |
Contents
List of
Figures
.xiii
List of Examples
.xv
List of Tables
.xix
Foreword
.xxi
Preface
.xxiii
Intended Audience
.xxiii
Organization of the Book
.xxiv
Example Code and Shaders
.xxviii
Errata
.xxviii
Acknowledgments
.xxix
About the Authors
.xxxi
1.
Introduction to
OpenGL ES 2.0.1
What Is
OpenGL ES?.1
OpenGL ES 2.0.
З
Vertex Shader
.4
Primitive Assembly
.6
Rasterization
.7
Fragment Shader
.7
Per-Fragment Operations
.9
OpenGL ES 2.0 and OpenGL ES 1.x
Backward Compatibility
.11
EGL.12
Programming
with
OpenGL ES 2.0.13
Libraries
and Include
Files.13
EGL
Command
Syntax.14
OpenGL ES
Command
Syntax.14
Error Handling.
15
Flush
and Finish.16
Basic State Management
.17
Further Reading
.18
2.
Hello Triangle: An
OpenGL ES 2.0
Example
.19
Code Framework
.20
Where to Download the Examples
.20
Hello Triangle Example
.21
Building and Running the Examples
.25
Using the
OpenGL ES 2.0
Framework
.26
Creating a Simple Vertex and Fragment Shader
.27
Compiling and Loading the Shaders
.29
Creating a Program Object and Linking the Shaders
.30
Setting the Viewport and Clearing the Color Buffer
.32
Loading the Geometry and Drawing a Primitive
.33
Displaying the Back Buffer
.33
3.
An Introduction to EGL
.35
Communicating with the Windowing System
.36
Checking for Errors
.37
Initializing EGL
.37
Determining the Available Surface Configurations
.38
Querying EGLConfig Attributes
.39
Letting EGL Choose the Config
.39
Creating an On-Screen Rendering Area: The EGL Window
.43
Creating an Off-Screen Rendering Area: EGL Pbuffers
.46
Creating a Rendering Context
.50
Making an EGLContext Current
.52
Putting All Our EGL Knowledge Together
.52
Synchronizing Rendering
.54
4.
Shadersand Programs
.57
Shaders
and Programs
.57
Creating and Compiling a Shader
.58
Creating and Linking a Program
.62
Uniforms and Attributes
.67
Getting and Setting Uniforms
.67
Getting and Setting Attributes
.72
Shader Compiler and Shader Binaries
.72
5. OpenGL ES
Shading Language
.77
OpenGL ES
Shading Language Basics
.78
Variables and Variable Types
.78
Variable Constructors
.79
Vector and Matrix Components
.81
Constants
.82
Structures
.82
Arrays
.83
Operators
.84
Functions
.85
Built-in Functions
.86
Control Flow Statements
.87
Uniforms
.88
Attributes
.89
Varyings
.90
Preprocessor and Directives
.92
Uniform and Varying Packing
.94
Precision Qualifiers
.96
Invariance
.97
6.
Vertex Attributes, Vertex Arrays, and Buffer Objects
.101
Specifying Vertex Attribute Data
.102
Constant Vertex Attribute
.102
Vertex Arrays
.103
Declaring Vertex Attribute Variables in a Vertex Shader
.110
Binding Vertex Attributes to Attribute
Variables in a Vertex Shader
.113
Vertex Buffer Objects
.115
Mapping Buffer Objects
.124
Performance Tip
.125
7.
Primitive Assembly and Rasterization
.127
Primitives
.127
Triangles
.128
Lines
.129
Point Sprites
.130
Drawing Primitives
.131
Performance Tips
.134
Primitive Assembly
.136
Coordinate Systems
.137
Clipping
.138
Perspective Division
.139
Viewport Transformation
.140
Rasterization
.141
Culling
.142
Polygon Offset
.143
8.
Vertex Shaders
.147
Vertex Shader Overview
.148
Vertex Shader Built-in Variables
.149
Precision Qualifiers
.152
ES
2.0
Vertex Shader Limitations
.152
Vertex Shader Examples
.159
A Simple Vertex Shader
.160
Lighting in a Vertex Shader
.160
Generating Texture Coordinates
.167
Vertex Skinning
.168
OpenGL ES
1.1
Vertex Pipeline as an
ES
2.0
Vertex Shader
.173
9.
Texturing
.181
Texturing Basics
.181
2D Textures
.182
Cubemap Textures
.183
Texture
Objects and Loading Textures
.184
Texture Filtering and Mipmapping
.188
Automatic Mipmap Generation
.193
Texture Coordinate Wrapping
.194
Using Textures in the Fragment Shader
.196
Example of Using a Cubemap Texture
.198
Compressed Textures
.201
Texture
Subimage
Specification
.202
Copying Texture Data from the Color Buffer
.204
Optional Extensions
.207
3D
Textures
.207
Ericsson Texture Compression (ETC)
.213
Floating-Point
Textures
.213
Non-Power-of-Two Textures
.214
10.
Fragment Shaders
.215
Fixed Function Fragment Shaders
.216
Fragment Shader Overview
.218
Built-in Special Variables
.219
Built-in Constants
.220
Precision Qualifiers
.221
ES 2.0
Fragment Shader Limitations
.221
Implementing Fixed Function Techniques Using Shaders
.222
Multitexturing
.222
Fog
.224
Alpha Test (Using Discard)
.227
User Clip Planes
.229
11.
Fragment Operations
.233
Buffers
.234
Requesting Additional Buffers
.235
Clearing Buffers
.235
Using Masks to Control Writing to
Framebuffers
.236
Fragment Tests and Operations
.238
Using the Scissor Test
.239
Stencil Buffer Testing
.240
Depth
Buffer
Testing
.245
Blending
.246
Dithering
.249
Mul tisampled
Antialiasing
.249
Reading and Writing Pixels to the
Framebuffer
.250
12.
Framebuffer
Objects
.253
Why
Framebuffer
Objects?
.253
Framebuffer
and Renderbuffer Objects
.255
Choosing a Renderbuffer Versus a
Texture as
a
Framebuffer
Attachment
.256
Framebuffer
Objects Versus EGL Surfaces
.257
Creating
Framebuffer
and Renderbuffer Objects
.258
Using Renderbuffer Objects
.259
Using
Framebuffer
Objects
.262
Attaching a Renderbuffer as
a
Framebuffer
Attachment
.263
Attaching a 2D Texture as
a
Framebuffer
Attachment
.264
Attaching an Image of a
3D
Texture
as
a
Framebuffer
Attachment
.266
Checking for
Framebuffer
Completeness
.267
Deleting
Framebuffer
and Renderbuffer Objects
.269
Deleting Renderbuffer Objects That
Are Used as
Framebuffer
Attachments
.270
Reading Pixels and
Framebuffer
Objects
.270
Examples
.271
Performance Tips and Tricks
.277
13.
Advanced Programming with
OpenGL ES 2.0.279
Per-Fragment
Lighting
.279
Lighting with a Normal Map
.280
Lighting Shaders
.281
Lighting Equations
.285
Environment Mapping
.286
Particle System with Point Sprites
.290
Particle System Setup
.290
Particle System Vertex Shader
.291
Particle System Fragment Shader
.293
Image
Postprocessing
.296
Render-to-Texture Setup.297
Blur
Fragment Shader.297
Light
Bloom
.298
Projective
Texturing
.300
Projective
Texturing Basics
.301
Matrices for
Projective
Texturing
.303
Projective
Spotlight Shaders
.304
Noise Using a
3D
Texture
.307
Generating Noise
.308
Using Noise
.313
Procedural Texturing
.315
A Procedural Texture Example
.316
Antialiasing of Procedural Textures
.319
Further Reading on Procedural Textures
.322
14.
State Queries
.323
OpenGL ES 2.0
Implementation String Queries
.323
Querying Implementation-Dependent Limits
.324
Querying
OpenGL ES
State
.327
Hints
.330
Entity Name Queries
.331
Nonprogrammable Operations Control and Queries
.332
Shader and Program State Queries
.333
Vertex Attribute Queries
.335
Texture State Queries
.336
Vertex Buffer Queries
.337
Renderbuffer and
Framebuffer
State Queries
.337
15. OpenGL ES
and EGL on Handheld Platforms
.339
Handheld Platforms Overview
.339
Online Resources
.340
C++
Portability
.341
OpenKODE
.343
Platform-Specific Shader Binaries
.350
Targeting Extensions
.351
Α.
GL_HALF_FLOAT_OES
.353
16-Bit
Floating-Point
Number
.354
Converting Float to Half-Float
.355
B. Built-in Functions
.357
Angle and Trigonometry Functions
.358
Exponential Functions
.360
Common Functions
.361
Geometric Functions
.364
Matrix Functions
.366
Vector Relational Functions
.367
Texture Lookup Functions
.369
Derivative Functions
.371
C. Shading Language Grammar
.375
D.
ES
Framework API
.385
Framework Core Functions
.385
Transformation Functions
.390
E.
OpenGL ES 2.0
on the ¡Phone 3GS
.395
Getting Started with the iPhone SDK
3.0.396
Getting the Sample Code for the iPhone
.396
Building the Sample Code Using Xcode
.397
Porting the Sample Code to the iPhone
.399
ObjectiveC
.399
Creating an
OpenGL ES
2.0
Rendering Surface
.400
Using
a
Framebuffer
Object for Rendering
.401
Discussion of a Complete Example
.401
EAGLView.h Header File
.401
EAGLView.m Source File
.403
Transitioning frorn
OpenGL ES
1.1
to
OpenGL ES
2.0.411
Conclusion
.412
Index
.413 |
adam_txt |
Contents
List of
Figures
.xiii
List of Examples
.xv
List of Tables
.xix
Foreword
.xxi
Preface
.xxiii
Intended Audience
.xxiii
Organization of the Book
.xxiv
Example Code and Shaders
.xxviii
Errata
.xxviii
Acknowledgments
.xxix
About the Authors
.xxxi
1.
Introduction to
OpenGL ES 2.0.1
What Is
OpenGL ES?.1
OpenGL ES 2.0.
З
Vertex Shader
.4
Primitive Assembly
.6
Rasterization
.7
Fragment Shader
.7
Per-Fragment Operations
.9
OpenGL ES 2.0 and OpenGL ES 1.x
Backward Compatibility
.11
EGL.12
Programming
with
OpenGL ES 2.0.13
Libraries
and Include
Files.13
EGL
Command
Syntax.14
OpenGL ES
Command
Syntax.14
Error Handling.
15
Flush
and Finish.16
Basic State Management
.17
Further Reading
.18
2.
Hello Triangle: An
OpenGL ES 2.0
Example
.19
Code Framework
.20
Where to Download the Examples
.20
Hello Triangle Example
.21
Building and Running the Examples
.25
Using the
OpenGL ES 2.0
Framework
.26
Creating a Simple Vertex and Fragment Shader
.27
Compiling and Loading the Shaders
.29
Creating a Program Object and Linking the Shaders
.30
Setting the Viewport and Clearing the Color Buffer
.32
Loading the Geometry and Drawing a Primitive
.33
Displaying the Back Buffer
.33
3.
An Introduction to EGL
.35
Communicating with the Windowing System
.36
Checking for Errors
.37
Initializing EGL
.37
Determining the Available Surface Configurations
.38
Querying EGLConfig Attributes
.39
Letting EGL Choose the Config
.39
Creating an On-Screen Rendering Area: The EGL Window
.43
Creating an Off-Screen Rendering Area: EGL Pbuffers
.46
Creating a Rendering Context
.50
Making an EGLContext Current
.52
Putting All Our EGL Knowledge Together
.52
Synchronizing Rendering
.54
4.
Shadersand Programs
.57
Shaders
and Programs
.57
Creating and Compiling a Shader
.58
Creating and Linking a Program
.62
Uniforms and Attributes
.67
Getting and Setting Uniforms
.67
Getting and Setting Attributes
.72
Shader Compiler and Shader Binaries
.72
5. OpenGL ES
Shading Language
.77
OpenGL ES
Shading Language Basics
.78
Variables and Variable Types
.78
Variable Constructors
.79
Vector and Matrix Components
.81
Constants
.82
Structures
.82
Arrays
.83
Operators
.84
Functions
.85
Built-in Functions
.86
Control Flow Statements
.87
Uniforms
.88
Attributes
.89
Varyings
.90
Preprocessor and Directives
.92
Uniform and Varying Packing
.94
Precision Qualifiers
.96
Invariance
.97
6.
Vertex Attributes, Vertex Arrays, and Buffer Objects
.101
Specifying Vertex Attribute Data
.102
Constant Vertex Attribute
.102
Vertex Arrays
.103
Declaring Vertex Attribute Variables in a Vertex Shader
.110
Binding Vertex Attributes to Attribute
Variables in a Vertex Shader
.113
Vertex Buffer Objects
.115
Mapping Buffer Objects
.124
Performance Tip
.125
7.
Primitive Assembly and Rasterization
.127
Primitives
.127
Triangles
.128
Lines
.129
Point Sprites
.130
Drawing Primitives
.131
Performance Tips
.134
Primitive Assembly
.136
Coordinate Systems
.137
Clipping
.138
Perspective Division
.139
Viewport Transformation
.140
Rasterization
.141
Culling
.142
Polygon Offset
.143
8.
Vertex Shaders
.147
Vertex Shader Overview
.148
Vertex Shader Built-in Variables
.149
Precision Qualifiers
.152
ES
2.0
Vertex Shader Limitations
.152
Vertex Shader Examples
.159
A Simple Vertex Shader
.160
Lighting in a Vertex Shader
.160
Generating Texture Coordinates
.167
Vertex Skinning
.168
OpenGL ES
1.1
Vertex Pipeline as an
ES
2.0
Vertex Shader
.173
9.
Texturing
.181
Texturing Basics
.181
2D Textures
.182
Cubemap Textures
.183
Texture
Objects and Loading Textures
.184
Texture Filtering and Mipmapping
.188
Automatic Mipmap Generation
.193
Texture Coordinate Wrapping
.194
Using Textures in the Fragment Shader
.196
Example of Using a Cubemap Texture
.198
Compressed Textures
.201
Texture
Subimage
Specification
.202
Copying Texture Data from the Color Buffer
.204
Optional Extensions
.207
3D
Textures
.207
Ericsson Texture Compression (ETC)
.213
Floating-Point
Textures
.213
Non-Power-of-Two Textures
.214
10.
Fragment Shaders
.215
Fixed Function Fragment Shaders
.216
Fragment Shader Overview
.218
Built-in Special Variables
.219
Built-in Constants
.220
Precision Qualifiers
.221
ES 2.0
Fragment Shader Limitations
.221
Implementing Fixed Function Techniques Using Shaders
.222
Multitexturing
.222
Fog
.224
Alpha Test (Using Discard)
.227
User Clip Planes
.229
11.
Fragment Operations
.233
Buffers
.234
Requesting Additional Buffers
.235
Clearing Buffers
.235
Using Masks to Control Writing to
Framebuffers
.236
Fragment Tests and Operations
.238
Using the Scissor Test
.239
Stencil Buffer Testing
.240
Depth
Buffer
Testing
.245
Blending
.246
Dithering
.249
Mul tisampled
Antialiasing
.249
Reading and Writing Pixels to the
Framebuffer
.250
12.
Framebuffer
Objects
.253
Why
Framebuffer
Objects?
.253
Framebuffer
and Renderbuffer Objects
.255
Choosing a Renderbuffer Versus a
Texture as
a
Framebuffer
Attachment
.256
Framebuffer
Objects Versus EGL Surfaces
.257
Creating
Framebuffer
and Renderbuffer Objects
.258
Using Renderbuffer Objects
.259
Using
Framebuffer
Objects
.262
Attaching a Renderbuffer as
a
Framebuffer
Attachment
.263
Attaching a 2D Texture as
a
Framebuffer
Attachment
.264
Attaching an Image of a
3D
Texture
as
a
Framebuffer
Attachment
.266
Checking for
Framebuffer
Completeness
.267
Deleting
Framebuffer
and Renderbuffer Objects
.269
Deleting Renderbuffer Objects That
Are Used as
Framebuffer
Attachments
.270
Reading Pixels and
Framebuffer
Objects
.270
Examples
.271
Performance Tips and Tricks
.277
13.
Advanced Programming with
OpenGL ES 2.0.279
Per-Fragment
Lighting
.279
Lighting with a Normal Map
.280
Lighting Shaders
.281
Lighting Equations
.285
Environment Mapping
.286
Particle System with Point Sprites
.290
Particle System Setup
.290
Particle System Vertex Shader
.291
Particle System Fragment Shader
.293
Image
Postprocessing
.296
Render-to-Texture Setup.297
Blur
Fragment Shader.297
Light
Bloom
.298
Projective
Texturing
.300
Projective
Texturing Basics
.301
Matrices for
Projective
Texturing
.303
Projective
Spotlight Shaders
.304
Noise Using a
3D
Texture
.307
Generating Noise
.308
Using Noise
.313
Procedural Texturing
.315
A Procedural Texture Example
.316
Antialiasing of Procedural Textures
.319
Further Reading on Procedural Textures
.322
14.
State Queries
.323
OpenGL ES 2.0
Implementation String Queries
.323
Querying Implementation-Dependent Limits
.324
Querying
OpenGL ES
State
.327
Hints
.330
Entity Name Queries
.331
Nonprogrammable Operations Control and Queries
.332
Shader and Program State Queries
.333
Vertex Attribute Queries
.335
Texture State Queries
.336
Vertex Buffer Queries
.337
Renderbuffer and
Framebuffer
State Queries
.337
15. OpenGL ES
and EGL on Handheld Platforms
.339
Handheld Platforms Overview
.339
Online Resources
.340
C++
Portability
.341
OpenKODE
.343
Platform-Specific Shader Binaries
.350
Targeting Extensions
.351
Α.
GL_HALF_FLOAT_OES
.353
16-Bit
Floating-Point
Number
.354
Converting Float to Half-Float
.355
B. Built-in Functions
.357
Angle and Trigonometry Functions
.358
Exponential Functions
.360
Common Functions
.361
Geometric Functions
.364
Matrix Functions
.366
Vector Relational Functions
.367
Texture Lookup Functions
.369
Derivative Functions
.371
C. Shading Language Grammar
.375
D.
ES
Framework API
.385
Framework Core Functions
.385
Transformation Functions
.390
E.
OpenGL ES 2.0
on the ¡Phone 3GS
.395
Getting Started with the iPhone SDK
3.0.396
Getting the Sample Code for the iPhone
.396
Building the Sample Code Using Xcode
.397
Porting the Sample Code to the iPhone
.399
ObjectiveC
.399
Creating an
OpenGL ES
2.0
Rendering Surface
.400
Using
a
Framebuffer
Object for Rendering
.401
Discussion of a Complete Example
.401
EAGLView.h Header File
.401
EAGLView.m Source File
.403
Transitioning frorn
OpenGL ES
1.1
to
OpenGL ES
2.0.411
Conclusion
.412
Index
.413 |
any_adam_object | 1 |
any_adam_object_boolean | 1 |
author | Munshi, Aaftab Ginsburg, Dan Shreiner, Dave |
author_GND | (DE-588)137581505 (DE-588)13758153X |
author_facet | Munshi, Aaftab Ginsburg, Dan Shreiner, Dave |
author_role | aut aut aut |
author_sort | Munshi, Aaftab |
author_variant | a m am d g dg d s ds |
building | Verbundindex |
bvnumber | BV035061118 |
callnumber-first | T - Technology |
callnumber-label | T385 |
callnumber-raw | T385 |
callnumber-search | T385 |
callnumber-sort | T 3385 |
callnumber-subject | T - General Technology |
classification_rvk | ST 321 |
classification_tum | DAT 754f |
ctrlnum | (OCoLC)695929856 (DE-599)BVBBV035061118 |
dewey-full | 006.6/6 |
dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 006 - Special computer methods |
dewey-raw | 006.6/6 |
dewey-search | 006.6/6 |
dewey-sort | 16.6 16 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
discipline_str_mv | Informatik |
format | Book |
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id | DE-604.BV035061118 |
illustrated | Illustrated |
index_date | 2024-07-02T22:00:36Z |
indexdate | 2024-09-10T00:56:05Z |
institution | BVB |
isbn | 9780321502797 0321502795 |
language | English |
lccn | 2008016669 |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-016729628 |
oclc_num | 695929856 |
open_access_boolean | |
owner | DE-91G DE-BY-TUM DE-523 DE-B768 DE-739 |
owner_facet | DE-91G DE-BY-TUM DE-523 DE-B768 DE-739 |
physical | XXXI, 435 S. Ill., graph. Darst. |
publishDate | 2009 |
publishDateSearch | 2009 |
publishDateSort | 2009 |
publisher | Addison-Wesley |
record_format | marc |
spelling | Munshi, Aaftab Verfasser (DE-588)137581505 aut OpenGL ES 2.0 programming guide Aaftab Munshi ; Dan Ginsburg ; Dave Shreiner Open GL ES 2.0 programming guide Open GL Upper Saddle River, NJ ; Munich [u.a.] Addison-Wesley 2009 XXXI, 435 S. Ill., graph. Darst. txt rdacontent n rdamedia nc rdacarrier Hier auch später erschienene unveränd. Nachdr. OpenGL Computer graphics Specifications Application program interfaces (Computer software) Computer programming Computergrafik (DE-588)4010450-3 gnd rswk-swf OpenGL (DE-588)4391716-1 gnd rswk-swf OpenGL (DE-588)4391716-1 s Computergrafik (DE-588)4010450-3 s DE-604 Ginsburg, Dan Verfasser (DE-588)13758153X aut Shreiner, Dave Verfasser aut Digitalisierung UB Passau application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016729628&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Munshi, Aaftab Ginsburg, Dan Shreiner, Dave OpenGL ES 2.0 programming guide OpenGL Computer graphics Specifications Application program interfaces (Computer software) Computer programming Computergrafik (DE-588)4010450-3 gnd OpenGL (DE-588)4391716-1 gnd |
subject_GND | (DE-588)4010450-3 (DE-588)4391716-1 |
title | OpenGL ES 2.0 programming guide |
title_alt | Open GL ES 2.0 programming guide Open GL |
title_auth | OpenGL ES 2.0 programming guide |
title_exact_search | OpenGL ES 2.0 programming guide |
title_exact_search_txtP | OpenGL ES 2.0 programming guide |
title_full | OpenGL ES 2.0 programming guide Aaftab Munshi ; Dan Ginsburg ; Dave Shreiner |
title_fullStr | OpenGL ES 2.0 programming guide Aaftab Munshi ; Dan Ginsburg ; Dave Shreiner |
title_full_unstemmed | OpenGL ES 2.0 programming guide Aaftab Munshi ; Dan Ginsburg ; Dave Shreiner |
title_short | OpenGL ES 2.0 programming guide |
title_sort | opengl es 2 0 programming guide |
topic | OpenGL Computer graphics Specifications Application program interfaces (Computer software) Computer programming Computergrafik (DE-588)4010450-3 gnd OpenGL (DE-588)4391716-1 gnd |
topic_facet | OpenGL Computer graphics Specifications Application program interfaces (Computer software) Computer programming Computergrafik |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016729628&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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