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OpenGL ES 2.0 Programming Guide, 1st edition

  • Aaftab Munshi
  • Dan Ginsburg
  • Dave Shreiner

Published by Addison-Wesley Professional (July 24th 2008) - Copyright © 2009

1st edition

OpenGL ES 2.0 Programming Guide

ISBN-13: 9780132800396

Includes: Instant Access

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OpenGL ES 2.0 is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. With OpenGL ES 2.0, the full programmability of shaders is now available on small and portable devices—including cell phones, PDAs, consoles, appliances, and vehicles. However, OpenGL ES differs significantly from OpenGL. Graphics programmers and mobile developers have had very little information about it—until now.

In the OpenGL® ES 2.0 Programming Guide, three leading authorities on the Open GL 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. 

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

Table of contents

List of Figures                  xiii
List of Examples                xv
List of Tables                    xix
Foreword                           xxi
Preface                            xxiii
Acknowledgments          xxix
About the Authors          xxxi

Chapter 1. Introduction to OpenGL ES 2.0                       1
What Is OpenGL ES?                     1
OpenGL ES 2.0                              3
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
Further Reading                          18

Chapter 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             &

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