Book Image

OpenGL ES 3.0 Cookbook

By : Parminder Singh
Book Image

OpenGL ES 3.0 Cookbook

By: Parminder Singh

Overview of this book

<p>"Write once, use anywhere" is truly the power behind OpenGL ES and has made it an embedded industry standard. The library provides cutting-edge, easy-to-use features to build a wide range of applications in the gaming, simulation, augmented-reality, image-processing, and geospatial domains.</p> <p>The book starts by providing you with all the necessary OpenGL ES 3.0 setup guidelines on iOS and Android platforms. You'll go on to master the fundamentals of modern 3D graphics, such as drawing APIs, transformations, buffer objects, the model-view-project analogy, and much more. The book goes on to deal with advanced topics and offers a wide range of recipes on the light shading, real-time rendering techniques with static and procedure textures to create stunning visualizations and runtime effects.</p>
Table of Contents (21 chapters)
OpenGL ES 3.0 Cookbook
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Preface
Index

Introduction


In all our previous chapters, we programed various recipes in a modeled centric way where we have an engine manager (renderer) that does all the required rendering activities for models. This approach is great for learning purposes, but in a real use case, we need scalability and manageability where multiple complex scenes can be handled easily. This chapter will introduce the scene-graph paradigm that allows you to program and manage complex scenes efficiently.

Scene graph-based architecture: The present design we used in existing recipes contains a renderer engine, which works in conjunction with other helper classes to render programed models. This simple architecture is wonderful for quick prototyping purposes. This has already been demonstrated in all the recipes in previous chapters.

The modern 3D graphics use cases are not only limited to render a few chunks of objects in the 3D space, but the real-time challenge is to produce a state-of-the-art graphics engine that meets...