OpenGL ES 3.0 Cookbook
"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.
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.
|Course Length||15 hours 25 minutes|
|Date Of Publication||29 May 2015|
|Implementing the per-vertex ambient light component|
|Implementing the per-vertex diffuse light component|
|Implementing the per-vertex specular light component|
|Optimizing the specular light with the halfway vector|
|Gouraud shading – the per-vertex shading technique|
|Phong shading – the per-fragment shading technique|
|Implementing directional and point light|
|Implementing multiple lights in a scene|
|Implementing two-side shading|