Pro OpenGL ES for Android
In Pro OpenGL ES for Android, you'll find out how to harness the full power of OpenGL ES, and design your own 3D applications by building a fully-functional 3D solar system model using Open GL ES! OpenGL has set the standard for 3D computer graphics, and is an essential aspect of Android develo...
Autor principal: | |
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Otros Autores: | , |
Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
New York :
Apress
c2012.
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Edición: | 1st ed. 2012. |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628639206719 |
Tabla de Contenidos:
- Title Page; Copyright Page; Dedication Page; Contents at a Glance; Table of Contents; About the Authors; About the Technical Reviewer; Acknowledgments; Introduction; Chapter 1 Computer Graphics: From Then to Now; Your First OpenGL ES Program; A Spotty History of Computer Graphics; 3D in Hollywood; The Dawn of Computer Graphics; MIT; University of Utah; Coming of Age in Hollywood; Toolkits; OpenGL; Direct3D; The Other Guys; QuickDraw 3D; OGRE; OpenSceneGraph; Unity3D; And Still Others; OpenGL Architecture; Summary; Chapter 2 All That Math Jazz; 2D Transformations; Translations; Rotations
- Scaling3D Transformations; Picture This: Projecting the Object onto the Screen; Now Do it Backward and in High Heels; What About Quaternions?; Summary; Chapter 3 From 2D to 3D: Adding One Extra Dimension; First, a Little More Theory; OpenGL Coordinates; Eye Coordinates; Viewing Frustum and the Projection Matrix; Back to the Fun Stuff: Going Beyond the Bouncy Square; Adding the Geometry; Stitching It All Together; Taking 'er Out for a Spin; Tweaking the Values; Clipping Regions; Field of View; Face Culling; Building a Solar System; Summary; Chapter 4 Turning On the Lights
- The Story of Light and ColorLet There Be Light; Back to the Fun Stuff (for a While); Fun with Light and Materials; Specular Lighting; Ambient Lighting; Taking a Step Back; Emissive Materials; Attenuation; Spotlights; Light Parameters in Play; The Math Behind Shading; Specular Reflections; Attenuation; Summing It All Up; So, What's This All For?; More Fun Stuff; Back to the Solar System; And the Banding Played On; Summary; Chapter 5 Textures; The Language of Texturing; All About Textures (Mostly); Image Textures; OpenGL ES and Textures; Image Formats; Back to the Bouncy Square One; Mipmaps
- FilteringOpenGL Extensions; Finally, More Solar System Goodness; Summary; Chapter 6 Will It Blend?; Alpha Blending; Blending Functions; Multicolor Blending; Texture Blending; Multitexturing; Mapping with Bumps; Summary; Chapter 7 Well-Rendered Miscellany; Frame Buffer Objects; Hedley Buffer Objects; Sun Buffer Objects; Lens Flare; Reflective Surfaces; Coming of the Shadows; Shadow Mapping; Shadow Volumes; Blob Shadows; Projection Shadows; Summary; Chapter 8 Putting It All Together; Revisiting the Solar System; What Are These Quaternion Things Anyway?; Moving Things in 3D; Adding Some Flare
- Seeing StarsSeeing Lines; Seeing Text; Seeing Buttons; Summary; Chapter 9 Performance 'n' Stuff; Vertex Buffer Objects; Batching; Textures; Sprite Sheets; Texture Uploads; Mipmaps; Fewer Colors; Other Tips to Remember; Summary; Chapter 10 OpenGL ES 2, Shaders, and...; Shaded Pipelines; Shady Triangles; Shader Structure; Restrictions; Back to the Spinning Triangle; Earth at Night; Bring in the Clouds; But What About Specular Reflections?; Summary; Index