Index
A
- Accumulation Buffer (AA) / How to do it...
- adaptive anti-aliasing
- implementing / Implementing adaptive anti-aliasing, How to do it..., How it works...
- ADT bundle
- URL / Getting ready
- about / How to do it...
- Eclipse folder / How to do it...
- SDK folder / How to do it...
- SDK folder, URL / How to do it...
- JDK / How to do it...
- NDK / How to do it...
- environment variables / How to do it...
- Android SDK Manager / How to do it...
- Android
- used, for communicating with C/C++ / Using JNI on Android to communicate with C/C++, How to do it..., There's more…
- Android NDK
- URL / Getting ready
- Android OpenGL ES 3.0 application
- Android Studio
- anti-aliasing
- about / Introduction
- types / How to do it...
- anti-aliasing, types
- post processing / How to do it...
- sampling rate / How to do it...
- antialiased circle geometry
- implementing / Implementing an anti-aliased circle geometry, Getting ready, How to do it..., How it works...
- advantages / Implementing an anti-aliased circle geometry
- disadvantages / Implementing an anti-aliased circle geometry
- pros / How it works...
- cons / How it works...
- APIs
- drawing, in OpenGL ES 3.0 / Drawing APIs in OpenGL ES 3.0, Getting ready, How to do it..., There's more..., See also
- Apple
- URL / How it works...
- automatic reference count (ARC) / How to do it...
B
- barrel distortion
- fish eye effect, implementing with / Implementing fisheye with barrel distortion, How it works..., There's more..., See also
- BarrelDistortion function
- about / How it works...
- binocular view effect
- implementing, with procedural texturing / Implementing the binocular view with procedural texturing, How it works...
- Black generation (bg)
- about / There's more...
- Blender
- used, for creating polygon meshes / Creating polygon meshes with Blender, How to do it..., There's more...
- URL / Getting ready
- bloom effect
- used, for making real-time scene glow / Making a scene glow real time with the bloom effect, How to do it..., How it works...
- working principle / Making a scene glow real time with the bloom effect
- blur effect
- creating, with Gaussian blur equation / Making the scene blur with the Gaussian blur equation, How to do it..., How it works...
- brick pattern
- creating / Generating the brick pattern, How to do it..., How it works...
- buffer objects
- creating / Grouping uniforms and creating buffer objects, How to do it...
- reading, mapping used / Reading and writing buffer objects with mapping, How to do it..., How it works...
- writing, mapping used / Reading and writing buffer objects with mapping, How to do it..., How it works...
- bump mapping
- implementing / Implementing bump mapping, Getting ready, How to do it..., How it works..., There's more..., See also
C
- camera system
- used, for navigating scene / Navigating the scene with a camera system, How to do it..., How it works..., There's more...
- cartoon shader
- implementing / Getting ready, How it works...
- circular pattern
- CMYK conversions
- implementing / Implementing grayscale and CMYK conversions, How to do it..., There's more..., See also
- complex models
- creating, transformation graph used / Creating complex models with a transformation graph, How it works...
- cosine
- between two vectors, calculating / Calculating cosine between two vectors
- Coverage Sampling Anti-aliasing (CSAA)
- about / How to do it...
- culling
- in OpenGL ES 3.0 / Culling in OpenGL ES 3.0, How to do it..., How it works...
- Cygwin
- URL / Getting ready
- about / How to do it...
D
- 2D textured button widgets
- implementing / Implementing 2D textured button widgets, How to do it..., How it works..., There's more...
- 3Ds mesh model
- rendering / Rendering the 3Ds mesh model, Getting ready, How to do it..., How it works..., There's more...
- file format / Rendering the 3Ds mesh model
- URL / Rendering the 3Ds mesh model
- data formats
- defered rendering / How to do it...
- depth testing
- in OpenGL ES 3.0 / Depth testing in OpenGL ES 3.0, How it works..., There's more...
- directional light
- implementing / Implementing directional and point light, Getting ready, How to do it...
- direct memory allocation (DMA) / How it works...
- displacement mapping
- used, for implementing terrain / Implementing terrain with displacement mapping, How to do it..., How it works...
E
- EGL
- about / Introduction
- responsibilities / Introduction
- URL / Introduction
- embossed scene
- generating / Generating an embossed scene, How it works..., There's more...
- syntax / There's more...
- environment mapping
- used, for implementing refraction / Implementing reflection and refraction with environment mapping, Getting ready, How to do it..., How it works...
- used, for implementing reflection / Implementing reflection and refraction with environment mapping, Getting ready, How to do it..., How it works...
- Ericson Texture Compression / Efficient rendering with the ETC2 compressed texture
- Ericsson Texture Compression (ETC) / Introduction
- errors
- in OpenGL ES 3.0, checking / Checking errors in OpenGL ES 3.0, How to do it..., How it works...
F
- Fast Approximate Anti-aliasing (FXAA)
- about / How to do it..., How to do it...
- implementing / Implementing fast approximate anti-aliasing, Getting ready, How it works...
- advantages / There's more...
- disadvantages / There's more...
- fish eye effect
- implementing, with barrel distortion / Implementing fisheye with barrel distortion, How it works..., There's more..., See also
- fixed pipeline architecture
- about / The fixed function and programmable pipeline architecture, Fixed pipeline architecture
- Input / Fixed pipeline architecture
- Per Vertex Operation / Fixed pipeline architecture
- Primitive assembly / Fixed pipeline architecture
- Clip / Fixed pipeline architecture
- Viewport / Fixed pipeline architecture
- Culling / Fixed pipeline architecture
- per-fragment operations stage / Fixed pipeline architecture
- font rendering
- FreeType project used / Font rendering with the FreeType project, Getting ready, How to do it..., How it works..., There's more...
- data structure / Font rendering with the FreeType project
- classes structure / Font rendering with the FreeType project
- fragment processor / Getting ready
- fragments
- discarding / Discarding fragments, How it works...
- Frame Buffer Objects
- used for implementing, render to texture / Implementing render to texture with Frame Buffer Objects, How to do it..., How it works..., There's more..., See also
- Frame Buffer Objects (FBO) / Getting ready
- FreeType License (FTL) / Getting ready
- FreeType project
- used, for rendering font / Font rendering with the FreeType project, Getting ready, How to do it..., How it works..., There's more...
- about / Getting ready
- URL / Getting ready
- Full-Scene Anti-aliasing (FSAA) / How to do it...
G
- Gaussian blur
- implementing / Making the scene blur with the Gaussian blur equation
- Gaussian blur equation
- blur effect, creating with / Making the scene blur with the Gaussian blur equation, How to do it..., How it works...
- about / Making the scene blur with the Gaussian blur equation
- Gaussian filter
- working principle / Making the scene blur with the Gaussian blur equation
- geometry instancing
- multiple objects, rendering with / Render multiple objects with geometry instancing, How to do it..., How it works...
- GLPI
- projection system / Understanding the projection system in GLPI, How to do it..., How it works...
- GLPI framework
- used, for building prototypes / Building prototypes using the GLPI framework, How to do it..., There's more...
- GLPI module / Building prototypes using the GLPI framework
- Model module / Building prototypes using the GLPI framework
- Renderer module / Building prototypes using the GLPI framework
- GL Shading Language (GLSL) 3.0 / Introduction
- GL shading language 3.0
- shaders, programming / Programming shaders in OpenGL ES shading language 3.0, Getting ready, How it works...
- GL Shading Language 3.0
- URL / How it works...
- GLSL
- Gouraud shading
- Graphics Processing Unit (GPU) / Introduction
- Graphics Processor Unit (GPU) / Efficient rendering with Vertex Buffer Object
- Graphics Processor Units (GPUs) / Introduction
- grayscale
- implementing / Implementing grayscale and CMYK conversions, How to do it..., There's more..., See also
- grayscale recipe
- about / How to do it...
H
- halfway vector
- used, for optimizing specular light / Optimizing the specular light with the halfway vector, How to do it..., How it works...
- Harfbuzz
- used, for rendering different languages / Rendering different languages with Harfbuzz, Getting ready, How to do it..., How it works...
- complex text, features / Rendering different languages with Harfbuzz
- data structure / Rendering different languages with Harfbuzz
- classes / Rendering different languages with Harfbuzz
- URL / Getting ready
- installation process / Getting ready
- height maps / Implementing terrain with displacement mapping
- HUD
- text, rendering on / Rendering text on Head Up Display, How to do it..., How it works..., See also
I
- image-based effects
- about / Introduction
- iOS OpenGL ES 3.0 application
J
- javah tool reference
- URL / See also
- Java Runtime Environment (JRE) / How to do it...
- JNI
- URL / See also
- JNI
- using in Android, for C/C++ / Using JNI on Android to communicate with C/C++, How to do it..., There's more…
L
- Lamberts cosine law
- applying / Application of the Lambert's cosine law
- dot product, using / Application of the Lambert's cosine law
- Lesser General Public License (LGPL) / Getting ready
- Level of Detail (LOD) / Introduction
- light
- about / Introduction
- as particle / Introduction
- as waves / Introduction
- types / Introduction
- light, types
- Ambient (A) / Introduction
- Diffuse (D) / Introduction
- Specular (S) / Introduction
- local transformation
M
- magnification / Filtering
- mapping
- used, for reading buffer objects / Reading and writing buffer objects with mapping, How to do it..., How it works...
- used, for writing buffer objects / Reading and writing buffer objects with mapping, How to do it..., How it works...
- material
- about / Introduction
- minification / Filtering
- MIP mapping / MIP mapping
- model
- scene, implementing with / Transformations with the model, view, and projection analogies
- about / Transformations with the model, view, and projection analogies
- Morphological Filtering (MLAA) / How to do it...
- Multi-Sampling Anti-aliasing (MSAA) / How to do it...
- multiple objects
- rendering, geometry instancing used / Render multiple objects with geometry instancing, How to do it..., How it works...
- multiple primitives
- rendering, with primitive restart / Rendering multiple primitives with primitive restart, Getting ready, How to do it..., There's more...
- Multiple render target (MRT) / Introduction
- multiple textures
- Multisample render buffer / Introduction
N
- Native Development Kit (NDK) / Software requirements for OpenGL ES 3.0 – Android ADT
- Non-power-of-2 texture (NPOT) / Introduction
- nonpower of two (NPOT) texture / Efficient rendering with the ETC2 compressed texture
- normal
- face normal / There's more...
- vertex normal / There's more...
- normalize view / Transformations with the model, view, and projection analogies
- NvTriStrip library
- URL / How it works...
O
- object / Transformations with the model, view, and projection analogies
- object coordinates
- used, for procedural texture shading / Procedural texture shading with object coordinates, How it works..., There's more...
- objective C/C++ / Developing an Android OpenGL ES 3.0 application
- OBJ file format specifications
- OpenGL ES
- URL / See also
- OpenGL ES 3.0
- about / Introduction, Introduction
- processors / Getting ready
- vertex processor / Getting ready
- fragment vertex processor / Getting ready
- errors, checking / Checking errors in OpenGL ES 3.0, How to do it..., How it works...
- APIs, drawing / Drawing APIs in OpenGL ES 3.0, Getting ready, How to do it..., How it works..., There's more...
- culling / Culling in OpenGL ES 3.0, How to do it..., How it works...
- depth testing / Depth testing in OpenGL ES 3.0, How it works..., There's more...
- features / Introduction
- URL / Introduction, Getting ready
- OpenGL ES 3.0 - Android
- software requirements / Software requirements for OpenGL ES 3.0 – Android ADT
- OpenGL ES 3.0 -iOS
- software requirements / Software requirements for OpenGL ES 3.0 – iOS, How it works..., There's more...
- OpenGL ES 3.0 Hello World Triangle
- OpenGL ES 3.0, features
- geometry / Introduction
- textures / Introduction
- shaders / Introduction
- buffer objects / Introduction
- framebuffer / Introduction
- OpenGL ES APIs / Introduction
- OpenGL ES graphics
- front face / Culling in OpenGL ES 3.0
- back face / Culling in OpenGL ES 3.0
P
- parent-child support
- adding, in scene graph / Adding parent-child support in the scene graph, How to do it..., How it works..., There's more...
- particle
- light as / Introduction
- particle system
- simulating / Simulating the particle system, Getting ready..., How to do it..., How it works...
- implementing / Simulating the particle system
- with transform feedback / Transform feedback particle system with sync objects and fences, Getting ready, How to do it..., How it works...
- PCF
- used, for softening shadow edges / Softening the shadow edges using PCF, How to do it..., How it works...
- per-fragment light shading
- about / Introduction
- per-fragment operations stage, tests
- pixel ownership test / Fixed pipeline architecture
- scissor test / Fixed pipeline architecture
- stencil and depth test / Fixed pipeline architecture
- blending / Fixed pipeline architecture
- dithering / Fixed pipeline architecture
- per-fragment shading technique
- per-vertex ambient light component
- per-vertex attribute
- used, for sending data to shader / Using the per-vertex attribute to send data to a shader, How to do it..., How it works...
- using, to send shader data / See also
- per-vertex diffuse light component
- per-vertex light shading
- about / Introduction
- per-vertex shading technique
- per-vertex specular light component
- percentage closer filtering (PCF) / Aliasing affects
- percentile closest filtering (PCF) / Introduction
- Phong shading
- picking
- implementing, ray trace technique used / Implementing picking with the ray trace technique, How to do it..., How it works...
- pipeline / Introduction
- pivot position / There's more...
- point light
- implementing / Implementing directional and point light, Getting ready, How to do it...
- Polka dots pattern
- polygon meshes
- creating, with Blender / Creating polygon meshes with Blender, How to do it..., There's more...
- Portable Network Graphics (PNG) / Getting ready
- post screen processing
- about / Introduction
- frame buffer, creating / Introduction
- scene, rendering to texture / Introduction
- texture effects, applying / Introduction
- default frame buffer, rendering / Introduction
- primitive restart
- multiple primitives, rendering / Rendering multiple primitives with primitive restart, Getting ready, There's more...
- primitives
- rendering, vertex arrays used / Rendering primitives with vertex arrays, How to do it..., How it works..., There's more…, See also
- procedural texture shading
- with object coordinates / Procedural texture shading with object coordinates, How to do it..., There's more...
- with texture coordinates / Procedural texture shading with texture coordinates, How to do it..., How it works...
- procedural texturing
- binocular view effect, implementing with / Implementing the binocular view with procedural texturing, How it works...
- programmable pipeline architecture
- projection analogies
- scene, implementing with / Transformations with the model, view, and projection analogies
- about / Transformations with the model, view, and projection analogies
- projection system
- in GLPI / Understanding the projection system in GLPI, How to do it..., How it works...
- perspective projection system / Understanding the projection system in GLPI
- orthographic projection system / Understanding the projection system in GLPI
- prototypes
- building, GLPI framework used / Building prototypes using the GLPI framework, How to do it..., There's more...
Q
- qualifiers
- used, for managing variable attributes / Managing variable attributes with qualifiers, Getting ready, How to do it..., How it works..., There's more...
R
- ray trace technique
- used, for implementing picking / Implementing picking with the ray trace technique, How to do it..., How it works...
- reflection
- implementing, with environment mapping / Implementing reflection and refraction with environment mapping, Getting ready, How to do it..., How it works...
- refraction
- implementing, with environment mapping / Implementing reflection and refraction with environment mapping, Getting ready, How to do it..., How it works...
- relative transformation
- Render Buffer Objects (RBO) / There's more...
- rendering
- with Vertex Buffer Object (VBO) / Efficient rendering with Vertex Buffer Object, How to do it..., How it works...
- with ETC2 compressed texture / Efficient rendering with the ETC2 compressed texture, Getting ready, How to do it..., How it works...
- render to texture
- about / Introduction
- implementing, Frame Buffer Objects used / Implementing render to texture with Frame Buffer Objects, How to do it..., How it works..., There's more..., See also
- ripple effect
- implementing / Implementing the wobble and ripple effect, How it works..., There's more..., See also
S
- sample source, for Android platform
- importing / Opening a sample project on Android ADT and iOS
- sample source, iOS platform
- importing / Opening a sample project on Android ADT and iOS
- scene
- implementing, with model / Transformations with the model, view, and projection analogies
- implementing, with view / Transformations with the model, view, and projection analogies
- implementing, with projection analogies / Transformations with the model, view, and projection analogies
- multiple lights, implementing / Implementing multiple lights in a scene, How to do it..., How it works...
- painting, like cartoon shading / Painting the scene like a cartoon shading, How it works...
- implementing, scene graph used / Implementing the first scene using a scene graph, Getting ready, How to do it..., How it works...
- navigating, with camera system / How to do it..., How it works..., There's more...
- implementing, with multiple views / Implementing the scene with multiple views, How to do it..., How it works..., There's more...
- scene edges
- detecting, with Sobel operator / Detecting scene edges with the Sobel operator, How to do it..., How it works...
- scene graph
- about / Introduction
- design, requisites / Introduction
- developing / Introduction
- used, for implementing scene / Implementing the first scene using a scene graph, Getting ready, How to do it..., How it works..., See also
- parent-child support, adding / Adding parent-child support in the scene graph, How to do it..., How it works..., There's more...
- scene graph-based architecture
- about / Introduction
- scissor test
- URL / There's more...
- seamless cube mapping
- used, for implementing Skybox / Implementing Skybox with seamless cube mapping, Getting ready, How to do it..., How it works...
- shader
- data sending, per-vertex attribute used / Using the per-vertex attribute to send data to a shader, How to do it..., How it works...
- data sending, uniform variables used / Using uniform variables to send data to a shader, How to do it..., How it works...
- shader program
- shaders
- programming, in GL shading language 3.0 / Programming shaders in OpenGL ES shading language 3.0, How to do it..., How it works...
- shadow edges
- softening, PCF used / Softening the shadow edges using PCF, Getting ready, How to do it..., How it works...
- shadow mapping
- used, for creating shadows / Creating shadows with shadow mapping, How to do it..., How it works...
- implementing / Creating shadows with shadow mapping
- shadow map resolution
- about / The shadow map resolution
- shadows
- creating, with shadow mapping / Creating shadows with shadow mapping, How to do it..., How it works...
- map resolution / The shadow map resolution
- aliasing affects / Aliasing affects
- acne / Shadow acne
- Skybox
- implementing, with seamless cube mapping / Implementing Skybox with seamless cube mapping, Getting ready, How to do it..., How it works...
- Sobel operator
- scene edges, detecting with / Detecting scene edges with the Sobel operator, How to do it..., How it works...
- software requirements, OpenGL ES 3.0 - Android
- Android Developer Tools (ADT) bundle / How to do it...
- Cygwin / How to do it...
- working / How it works...
- specular light
- optimizing, halfway vector used / Optimizing the specular light with the halfway vector, How to do it..., How it works...
- sphere illusion effect
- implementing, with textured quadrilateral / Sphere illusion with textured quadrilateral, How to do it..., How it works..., See also
- spot light
- Subpixel Morphological Anti-aliasing (SMAA) / How to do it...
- Super Sample Anti-aliasing (SSAA)
- about / How to do it...
- swizzling
- about / Swizzling, There's more...
T
- terrain
- implementing, displacement mapping used / Implementing terrain with displacement mapping, How to do it..., See also
- text
- rendering, on Head Up Display (HUD) / Rendering text on Head Up Display
- text rendering
- texture
- applying, with UV mapping / Applying texture with UV mapping, How to do it..., How it works..., There's more...
- filtering / Filtering
- wrapping / Wrapping
- MIP mapping / MIP mapping
- texture coordinates
- used, for procedural texture shading / Procedural texture shading with texture coordinates, How to do it..., How it works...
- textured quadrilateral
- sphere illusion effect, implementing with / Sphere illusion with textured quadrilateral, How to do it..., How it works...
- texturing
- about / Introduction
- touch events
- implementing / Implementing touch events, How to do it..., How it works...
- transformation
- about / How it works...
- transformation graph
- used, for creating complex models / Creating complex models with a transformation graph, How it works...
- transform feedback
- particle system with / Transform feedback particle system with sync objects and fences, How to do it..., How it works...
- twirl effect
- using / Twirling the image, How to do it..., How it works...
- two-side shading
- implementing / Implementing two-side shading, How it works..., See also
U
- Under color removal (ucr)
- about / There's more...
- uniform buffer object / Introduction
- Uniform Buffer Object (UBO)
- uniforms
- uniform variables
- used, for sending data to shader / Using uniform variables to send data to a shader, How to do it..., How it works...
- UV mapping
- used, for applying texture / Applying texture with UV mapping, How to do it..., How it works...
V
- variable attributes
- managing, qualifiers used / Managing variable attributes with qualifiers, How to do it..., How it works..., There's more...
- variance shadow mapping
- VBO
- managing, with Vertex Buffer Objects (VBO) / Managing VBO with Vertex Array Objects
- managing, with Vertex Array objects / How to do it..., See also
- Vertex Array Objects (VAO) / Introduction, Managing VBO with Vertex Array Objects, How it works...
- vertex arrays
- used, for rendering primitives / Rendering primitives with vertex arrays, How to do it..., How it works..., There's more…, See also
- Vertex Buffer Objects (VBO)
- about / Introduction
- rendering with / Efficient rendering with Vertex Buffer Object, How to do it..., How it works...
- vertex processor / Getting ready
- view
- scene, implementing with / Transformations with the model, view, and projection analogies
- about / Transformations with the model, view, and projection analogies
- viewport transformation / Transformations with the model, view, and projection analogies
W
- wavefront (.obj) format / How to do it...
- wavefront OBJ mesh model
- rendering / Rendering the wavefront OBJ mesh model, Getting ready, How to do it..., How it works..., There's more...
- file format / Rendering the wavefront OBJ mesh model
- data structure / Getting ready
- class structure / Getting ready
- wavelength / Introduction
- waves
- light as / Introduction
- wobble effect
- implementing / Implementing the wobble and ripple effect, How it works..., There's more..., See also