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

Implementing bump mapping


The bump mapping technique is a very efficient technique as compared to displacement mapping. This technique is also used to add depth details or elevations to the surface of the geometry. However, this depth or elevation is fake. The geometry vertices do not undergo any change in the elevation. Instead, it uses the light illumination to simulate the depth appearance on a smooth surface. Light illumination uses the vertex normal information stored in normal maps to add depth. Like height maps, which store the height or elevation information, the normal map stores normal information. The idea in normal maps is to avoid calculation of normal maps for each triangular face; these can be sampled from the texture.

The designer responsible for designing mesh models first create a very high polygon (100,000+) mesh model, then they create a normal map out of it in an image file. Finally, they reduced the high-resolution model to a low polygon mesh (between 3000 and 5000 depends...