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

Transformations with the model, view, and projection analogies


To define a rendering scene in computer 3D graphics, model, view, and projection is the cleanest approach. It dissects a scene into these three logical concepts that helps us visualize the scene clearly before it appears on paper or in the form of a program. It will not be wrong to say that it is a modular approach to scene visualization.

Object: An object is a defined by a set of vertices in the 3D space. Each object has its own origin. For example, a cube contains eight vertices with respect to the origin at the center. The vertices used to define the object are called object coordinates:

Model: Modeling in 3D graphics is a transformation process where an object is displaced to an arbitrary position in the 3D space. This 3D space is called world space (also known as model space). For example, we can use several instances of our cube object and place them in the 3D space so that they form the English alphabet T.

Note

Modeling is...