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


This chapter will unfold the endless possibilities of a scene and its image-based effects, which are widely used in the field of data visualization and after effects. Practically, objects are represented as a set of vertices in the 3D space. As the number of vertices go higher, the time complexity of the scene increases. Moreover, representing the object in terms of an image has a time complexity proportional to the number of fragments in the scene. Additionally, many effects can only be efficiently possible in the image space rather than implementing in the vertex space, such as blurring, blooming, cloud rendering, and so on.

The term post screen processing is a texel manipulation technique applied on an OpenGL ES scene once it's rendered. To be more specific, the scene is first rendered to an offscreen surface where effects are applied. Then, this manipulated offscreen texture is rendered back to the screen surface.

In post processing, the outcome of a given texel is affected...