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

About the Reviewers

Tomasz Adam Dzieniak has been coding since 1998 (for 16 years), which equals two-third of his life. He has mastered languages such as C++11, C#, Java, HLSL, JavaScript, and Python. Currently, he is working towards improving his skills in Ruby and Swift programming languages.

In 2013, he got his bachelor's of science degree in applied informatics at the Nicolaus Copernicus University, faculty of physics, astronomy, and applied informatics. He holds the position of senior developer and software architect, working with technologies based on C++, Java, and Python languages.

In his spare time, he works with autonomous systems, crashing more and more drones. Also, he works on a few independent projects, such as mobile games (dedicated to Android and iOS platforms) and business platforms (client-server solutions) on demand. After all the coding stuff, he reads books and goes jogging.

Brian Gatt is a software developer who holds a bachelor's degree in computer science and artificial intelligence from the University of Malta. He also holds a master's degree in computer games and entertainment from Goldsmiths, the University of London. From the time he was introduced to OpenGL ES at the university level, he developed an interest in graphics programming. He likes to keep himself updated with the latest graphics that APIs have to offer, native C++ programming, and game development techniques.

Alin Loghin is a video programmer with a passion for computer graphics and has been in the field for almost 3 years now. He's also a freelancer 3D artist and has combined this modeling/texturing along with its technical side (post processing via HLSL) in the modding scene to become the lead artist for the Europa Barbarorum series.

He currently works for Telenav as a senior C++ engineer, focusing on the rendering side (OpenGL ES1, ES2, and GLSL) for a navigation library, which is used by TripAdvisor, Bosch, and other mobile or automotive clients.

He was mainly responsible for making the switch to ES2 from ES1, performance, and visual improvements on various platforms, such as iOS and Android. He has also worked on porting the library for the tile server project used to render hundreds of tiles per second.

Abhinav Singhal is a software developer who holds a master's degree in computer science from the University of Southern California. He has mainly worked in the networking domain for nearly 6 years with a focus on C and C++. Apart from his job, he reads a lot on topics pertaining to philosophy and cognitive processes to better understand how people think and react, which helps him to design software in a better way.