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

Transform feedback particle system with sync objects and fences


The previous example of the particle system demonstrated that the animation of the particles with highly CPU bounded operations. Typically, the core parameters of the vertex, such as color, position, and velocity are always computed on the CPU-side. The vertex information flows in the forward direction. In this, the data information is always sent from the CPU to the GPU and is repeated for subsequent frames. This fashion incurs delays as one has to pay for the latency it takes from the CPU to the GPU.

However, it will be wonderful if the vertices got processed on the GPU and reused in the next frame. This is where the new OpenGL ES 3.0 feature called transform feedback comes into play. It's the process to capture the output from the vertex shader and feedback again to the GPU for the next frame. This way, it avoids the CPU intervention and makes the rendering efficient by vast GPU parallel processing. Typically, in this process...