Description

Book Synopsis

Dan Ginsburg is founder of Upsample Software, LLC, a software consultancy specializing in 3D graphics and GPU computing. In previous roles he has worked on developing OpenGL drivers, desktop and handheld 3D demos, GPU developer tools, 3D medical visualization and games. He coauthored the OpenCL Programming Guide (Addison-Wesley, 2012).

Budi Purnomo is a senior software architect at Advanced Micro Devices, Inc. where he collaborates with many AMD architects to develop software infrastructure across multiple software stacks and to define future hardware architectures for debugging and profiling GPU applications.

Dave Shreiner is one of the World's foremost authorities on OpenGL. He is the series editor for the Addison-Wesley OpenGL Series.

Aatab Munshi is the spec editor for the OpenGL ES 1.1 and 2.0 specifications.



Trade Review
“As a graphics technologist and intense OpenGL ES developer, I can honestly say that if you buy only one book on OpenGL ES 3.0 programming, then this should be the book. Dan and Budirijanto have written a book clearly by programmers for programmers. It is simply required reading for anyone interested in OpenGL ES 3.0. It is informative, well organized, and comprehensive, but best of all practical. You will find yourself reaching for this book over and over again instead of the actual OpenGL ES specification during your programming sessions. I give it my highest recommendation.”

–Rick Tewell, Graphics Technology Architect, Freescale

“This book provides outstanding coverage of the latest version of OpenGL ES, with clear, comprehensive explanations and extensive examples. It belongs on the desk of anyone developing mobile applications.”

–Dave Astle, Graphics Tools Lead, Qualcomm Technologies, Inc., and Founder, GameDev.net

“The second edition of OpenGL® ES™ 3.0 Programming Guide provides a solid introduction to OpenGL ES 3.0 specifications, along with a wealth of practical information and examples to help any level of developer begin programming immediately. We’d recommend this guide as a primer on OpenGL ES 3.0 to any of the thousands of developers creating apps for the many mobile and embedded products using our PowerVR Rogue graphics.”

–Kristof Beets, Business Development, Imagination Technologies

“This is a solid OpenGL ES 3.0 reference book. It covers all aspects of the API and will help any developer get familiar with and understand the API, including specifically the new ES 3.0 functionality.”

–Jed Fisher, Managing Partner, 4D Pipeline

“This is a clear and thorough reference for OpenGL ES 3.0, and an excellent presentation of the concepts present in all modern OpenGL programming. This is the guide I’d want by my side when diving into embedded OpenGL.”

–Todd Furlong, President & Principal Engineer, Inv3rsion LLC



Table of Contents

List of Figures xvii

List of Examples xxi

List of Tables xxv

Foreword xxix

Preface xxxi

Intended Audience xxxi

Organization of This Book xxxii

Example Code and Shaders xxxvi

Errata xxxvi

Acknowledgments xxxvii

About the Authors xxxix

Chapter 1: Introduction to OpenGL ES 3.0 1

OpenGL ES 3.0 3

What’s New in OpenGL ES 3.0 11

OpenGL ES 3.0 and Backward Compatibility 17

EGL 19

EGL Command Syntax 20

OpenGL ES Command Syntax 21

Error Handling 22

Basic State Management 23

Further Reading 25

Chapter 2: Hello Triangle: An OpenGL ES 3.0 Example 27

Code Framework 28

Where to Download the Examples 28

Hello Triangle Example 29

Using the OpenGL ES 3.0 Framework 34

Creating a Simple Vertex and Fragment Shader 35

Compiling and Loading the Shaders 36

Creating a Program Object and Linking the Shaders 38

Setting the Viewport and Clearing the Color Buffer 39

Loading the Geometry and Drawing a Primitive 40

Displaying the Back Buffer 41

Summary 42

Chapter 3: An Introduction to EGL 43

Communicating with the Windowing System 44

Checking for Errors 45

Initializing EGL 46

Determining the Available Surface Configurations 46

Querying EGLConfig Attributes 48

Letting EGL Choose the Configuration 51

Creating an On-Screen Rendering Area: The EGL Window 53

Creating an Off-Screen Rendering Area: EGL Pbuffers 56

Creating a Rendering Context 60

Making an EGLContext Current 62

Putting All Our EGL Knowledge Together 63

Synchronizing Rendering 66

Summary 67

Chapter 4: Shaders and Programs 69

Shaders and Programs 69

Uniforms and Attributes 80

Shader Compiler 93

Program Binaries 94

Summary 95

Chapter 5: OpenGL ES Shading Language 97

OpenGL ES Shading Language Basics 98

Shader Version Specification 98

Variables and Variable Types 99

Variable Constructors 100

Vector and Matrix Components 101

Constants 102

Structures 103

Arrays 104

Operators 104

Functions 106

Built-In Functions 107

Control Flow Statements 107

Uniforms 108

Uniform Blocks 109

Vertex and Fragment Shader Inputs/Outputs 111

Interpolation Qualifiers 114

Preprocessor and Directives 115

Uniform and Interpolator Packing 117

Precision Qualifiers 119

Invariance 121

Summary 123

Chapter 6: Vertex Attributes, Vertex Arrays, and Buffer Objects 125

Specifying Vertex Attribute Data 126

Declaring Vertex Attribute Variables in a Vertex Shader 135

Vertex Buffer Objects 140

Vertex Array Objects 150

Mapping Buffer Objects 154

Copying Buffer Objects 159

Summary 160

Chapter 7: Primitive Assembly and Rasterization 161

Primitives 161

Drawing Primitives 165

Primitive Assembly 174

Rasterization 179

Occlusion Queries 183

Summary 185

Chapter 8: Vertex Shaders 187

Vertex Shader Overview 188

Vertex Shader Examples 196

Generating Texture Coordinates 205

Vertex Skinning 207

Transform Feedback 211

Vertex Textures 214

OpenGL ES 1.1 Vertex Pipeline as an ES 3.0 Vertex Shader 215

Summary 223

Chapter 9: Texturing 225

Texturing Basics 226

Compressed Textures 262

Texture Subimage Specification 266

Copying Texture Data from the Color Buffer 269

Sampler Objects 273

Immutable Textures 276

Pixel Unpack Buffer Objects 277

Summary 278

Chapter 10: Fragment Shaders 279

Fixed-Function Fragment Shaders 280

Fragment Shader Overview 282

Implementing Fixed-Function Techniques Using Shaders 286

Summary 295

Chapter 11: Fragment Operations 297

Buffers 298

Fragment Tests and Operations 303

Blending 311

Dithering 314

Multisampled Anti-Aliasing 314

Reading and Writing Pixels to the Framebuffer 316

Multiple Render Targets 320

Summary 324

Chapter12: Framebuffer Objects 325

Why Framebuffer Objects? 325

Framebuffer and Renderbuffer Objects 327

Creating Framebuffer and Renderbuffer Objects 329

Using Renderbuffer Objects 330

Using Framebuffer Objects 335

Framebuffer Blits 342

Framebuffer Invalidation 344

Deleting Framebuffer and Renderbuffer Objects 346

Examples 348

Performance Tips and Tricks 354

Summary 355

Chapter 13: Sync Objects and Fences 357

Flush and Finish 357

Why Use a Sync Object? 358

Creating and Deleting a Sync Object 358

Waiting for and Signaling a Sync Object 359

Example 360

Summary 361

Chapter 14: Advanced Programming with OpenGL ES 3.0 363

Per-Fragment Lighting 363

Environment Mapping 370

Particle System Using Transform Feedback 380

Image Postprocessing 387

Projective Texturing 390

Noise Using a 3D Texture 397

Procedural Texturing 404

Rendering Terrain with Vertex Texture Fetch 410

Shadows Using a Depth Texture 414

Summary 420

Chapter 15: State Queries 421

OpenGL ES 3.0 Implementation String Queries 421

Querying Implementation-Dependent Limits 423

Querying OpenGL ES State 429

Hints 435

Entity Name Queries 436

Nonprogrammable Operations Control and Queries 436

Shader and Program State Queries 438

Vertex Attribute Queries 440

Texture State Queries 441

Sampler Queries 442

Asynchronous Object Queries 442

Sync Object Queries 443

Vertex Buffer Queries 444

Renderbuffer and Framebuffer State Queries 445

Summary 446

Chapter 16: OpenGL ES Platforms 447

Building for Microsoft Windows with Visual Studio 447

Building for Ubuntu Linux 449

Building for Android 4.3+ NDK (C++) 450

Building for Android 4.3+ SDK (Java) 452

Building for iOS 7 453

Summary 455

Appendix A: GL_HALF_FLOAT 457

16-Bit Floating-Point Number 458

Converting a Float to a Half-Float 459

Appendix B: Built-In Functions 463

Angle and Trigonometry Functions 465

Exponential Functions 466

Common Functions 467

Floating-Point Pack and Unpack Functions 471

Geometric Functions 472

Matrix Functions 474

Vector Relational Functions 475

Texture Lookup Functions 476

Fragment Processing Functions 483

Appendix C: ES Framework API 485

Framework Core Functions 485

Transformation Functions 490

Index 495

OpenGL ES 3.0 Programming Guide

    Product form

    £35.14

    Includes FREE delivery

    RRP £36.99 – you save £1.85 (5%)

    Order before 4pm today for delivery by Wed 29 Jul 2026.

    A Paperback / softback by Dan Ginsburg, Budirijanto Purnomo, Dave Shreiner

    Out of stock

      Trusted by thousands of customers. See 2,385+ Customer Reviews

      View other formats and editions of OpenGL ES 3.0 Programming Guide by Dan Ginsburg

      Publisher: Pearson Education (US)
      Publication Date: Publication Date: 13/03/2014
      ISBN13: 9780321933881, 978-0321933881
      ISBN10: 321933885

      Description

      Book Synopsis

      Dan Ginsburg is founder of Upsample Software, LLC, a software consultancy specializing in 3D graphics and GPU computing. In previous roles he has worked on developing OpenGL drivers, desktop and handheld 3D demos, GPU developer tools, 3D medical visualization and games. He coauthored the OpenCL Programming Guide (Addison-Wesley, 2012).

      Budi Purnomo is a senior software architect at Advanced Micro Devices, Inc. where he collaborates with many AMD architects to develop software infrastructure across multiple software stacks and to define future hardware architectures for debugging and profiling GPU applications.

      Dave Shreiner is one of the World's foremost authorities on OpenGL. He is the series editor for the Addison-Wesley OpenGL Series.

      Aatab Munshi is the spec editor for the OpenGL ES 1.1 and 2.0 specifications.



      Trade Review
      “As a graphics technologist and intense OpenGL ES developer, I can honestly say that if you buy only one book on OpenGL ES 3.0 programming, then this should be the book. Dan and Budirijanto have written a book clearly by programmers for programmers. It is simply required reading for anyone interested in OpenGL ES 3.0. It is informative, well organized, and comprehensive, but best of all practical. You will find yourself reaching for this book over and over again instead of the actual OpenGL ES specification during your programming sessions. I give it my highest recommendation.”

      –Rick Tewell, Graphics Technology Architect, Freescale

      “This book provides outstanding coverage of the latest version of OpenGL ES, with clear, comprehensive explanations and extensive examples. It belongs on the desk of anyone developing mobile applications.”

      –Dave Astle, Graphics Tools Lead, Qualcomm Technologies, Inc., and Founder, GameDev.net

      “The second edition of OpenGL® ES™ 3.0 Programming Guide provides a solid introduction to OpenGL ES 3.0 specifications, along with a wealth of practical information and examples to help any level of developer begin programming immediately. We’d recommend this guide as a primer on OpenGL ES 3.0 to any of the thousands of developers creating apps for the many mobile and embedded products using our PowerVR Rogue graphics.”

      –Kristof Beets, Business Development, Imagination Technologies

      “This is a solid OpenGL ES 3.0 reference book. It covers all aspects of the API and will help any developer get familiar with and understand the API, including specifically the new ES 3.0 functionality.”

      –Jed Fisher, Managing Partner, 4D Pipeline

      “This is a clear and thorough reference for OpenGL ES 3.0, and an excellent presentation of the concepts present in all modern OpenGL programming. This is the guide I’d want by my side when diving into embedded OpenGL.”

      –Todd Furlong, President & Principal Engineer, Inv3rsion LLC



      Table of Contents

      List of Figures xvii

      List of Examples xxi

      List of Tables xxv

      Foreword xxix

      Preface xxxi

      Intended Audience xxxi

      Organization of This Book xxxii

      Example Code and Shaders xxxvi

      Errata xxxvi

      Acknowledgments xxxvii

      About the Authors xxxix

      Chapter 1: Introduction to OpenGL ES 3.0 1

      OpenGL ES 3.0 3

      What’s New in OpenGL ES 3.0 11

      OpenGL ES 3.0 and Backward Compatibility 17

      EGL 19

      EGL Command Syntax 20

      OpenGL ES Command Syntax 21

      Error Handling 22

      Basic State Management 23

      Further Reading 25

      Chapter 2: Hello Triangle: An OpenGL ES 3.0 Example 27

      Code Framework 28

      Where to Download the Examples 28

      Hello Triangle Example 29

      Using the OpenGL ES 3.0 Framework 34

      Creating a Simple Vertex and Fragment Shader 35

      Compiling and Loading the Shaders 36

      Creating a Program Object and Linking the Shaders 38

      Setting the Viewport and Clearing the Color Buffer 39

      Loading the Geometry and Drawing a Primitive 40

      Displaying the Back Buffer 41

      Summary 42

      Chapter 3: An Introduction to EGL 43

      Communicating with the Windowing System 44

      Checking for Errors 45

      Initializing EGL 46

      Determining the Available Surface Configurations 46

      Querying EGLConfig Attributes 48

      Letting EGL Choose the Configuration 51

      Creating an On-Screen Rendering Area: The EGL Window 53

      Creating an Off-Screen Rendering Area: EGL Pbuffers 56

      Creating a Rendering Context 60

      Making an EGLContext Current 62

      Putting All Our EGL Knowledge Together 63

      Synchronizing Rendering 66

      Summary 67

      Chapter 4: Shaders and Programs 69

      Shaders and Programs 69

      Uniforms and Attributes 80

      Shader Compiler 93

      Program Binaries 94

      Summary 95

      Chapter 5: OpenGL ES Shading Language 97

      OpenGL ES Shading Language Basics 98

      Shader Version Specification 98

      Variables and Variable Types 99

      Variable Constructors 100

      Vector and Matrix Components 101

      Constants 102

      Structures 103

      Arrays 104

      Operators 104

      Functions 106

      Built-In Functions 107

      Control Flow Statements 107

      Uniforms 108

      Uniform Blocks 109

      Vertex and Fragment Shader Inputs/Outputs 111

      Interpolation Qualifiers 114

      Preprocessor and Directives 115

      Uniform and Interpolator Packing 117

      Precision Qualifiers 119

      Invariance 121

      Summary 123

      Chapter 6: Vertex Attributes, Vertex Arrays, and Buffer Objects 125

      Specifying Vertex Attribute Data 126

      Declaring Vertex Attribute Variables in a Vertex Shader 135

      Vertex Buffer Objects 140

      Vertex Array Objects 150

      Mapping Buffer Objects 154

      Copying Buffer Objects 159

      Summary 160

      Chapter 7: Primitive Assembly and Rasterization 161

      Primitives 161

      Drawing Primitives 165

      Primitive Assembly 174

      Rasterization 179

      Occlusion Queries 183

      Summary 185

      Chapter 8: Vertex Shaders 187

      Vertex Shader Overview 188

      Vertex Shader Examples 196

      Generating Texture Coordinates 205

      Vertex Skinning 207

      Transform Feedback 211

      Vertex Textures 214

      OpenGL ES 1.1 Vertex Pipeline as an ES 3.0 Vertex Shader 215

      Summary 223

      Chapter 9: Texturing 225

      Texturing Basics 226

      Compressed Textures 262

      Texture Subimage Specification 266

      Copying Texture Data from the Color Buffer 269

      Sampler Objects 273

      Immutable Textures 276

      Pixel Unpack Buffer Objects 277

      Summary 278

      Chapter 10: Fragment Shaders 279

      Fixed-Function Fragment Shaders 280

      Fragment Shader Overview 282

      Implementing Fixed-Function Techniques Using Shaders 286

      Summary 295

      Chapter 11: Fragment Operations 297

      Buffers 298

      Fragment Tests and Operations 303

      Blending 311

      Dithering 314

      Multisampled Anti-Aliasing 314

      Reading and Writing Pixels to the Framebuffer 316

      Multiple Render Targets 320

      Summary 324

      Chapter12: Framebuffer Objects 325

      Why Framebuffer Objects? 325

      Framebuffer and Renderbuffer Objects 327

      Creating Framebuffer and Renderbuffer Objects 329

      Using Renderbuffer Objects 330

      Using Framebuffer Objects 335

      Framebuffer Blits 342

      Framebuffer Invalidation 344

      Deleting Framebuffer and Renderbuffer Objects 346

      Examples 348

      Performance Tips and Tricks 354

      Summary 355

      Chapter 13: Sync Objects and Fences 357

      Flush and Finish 357

      Why Use a Sync Object? 358

      Creating and Deleting a Sync Object 358

      Waiting for and Signaling a Sync Object 359

      Example 360

      Summary 361

      Chapter 14: Advanced Programming with OpenGL ES 3.0 363

      Per-Fragment Lighting 363

      Environment Mapping 370

      Particle System Using Transform Feedback 380

      Image Postprocessing 387

      Projective Texturing 390

      Noise Using a 3D Texture 397

      Procedural Texturing 404

      Rendering Terrain with Vertex Texture Fetch 410

      Shadows Using a Depth Texture 414

      Summary 420

      Chapter 15: State Queries 421

      OpenGL ES 3.0 Implementation String Queries 421

      Querying Implementation-Dependent Limits 423

      Querying OpenGL ES State 429

      Hints 435

      Entity Name Queries 436

      Nonprogrammable Operations Control and Queries 436

      Shader and Program State Queries 438

      Vertex Attribute Queries 440

      Texture State Queries 441

      Sampler Queries 442

      Asynchronous Object Queries 442

      Sync Object Queries 443

      Vertex Buffer Queries 444

      Renderbuffer and Framebuffer State Queries 445

      Summary 446

      Chapter 16: OpenGL ES Platforms 447

      Building for Microsoft Windows with Visual Studio 447

      Building for Ubuntu Linux 449

      Building for Android 4.3+ NDK (C++) 450

      Building for Android 4.3+ SDK (Java) 452

      Building for iOS 7 453

      Summary 455

      Appendix A: GL_HALF_FLOAT 457

      16-Bit Floating-Point Number 458

      Converting a Float to a Half-Float 459

      Appendix B: Built-In Functions 463

      Angle and Trigonometry Functions 465

      Exponential Functions 466

      Common Functions 467

      Floating-Point Pack and Unpack Functions 471

      Geometric Functions 472

      Matrix Functions 474

      Vector Relational Functions 475

      Texture Lookup Functions 476

      Fragment Processing Functions 483

      Appendix C: ES Framework API 485

      Framework Core Functions 485

      Transformation Functions 490

      Index 495

      Recently viewed products

      © 2026 Book Curl

        • American Express
        • Apple Pay
        • Diners Club
        • Discover
        • Google Pay
        • Maestro
        • Mastercard
        • PayPal
        • Shop Pay
        • Union Pay
        • Visa

        Login

        Forgot your password?

        Don't have an account yet?
        Create account