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082 04 006.6/93 
082 04 006.6/93|223 
099    eBook O’Reilly for Public Libraries 
100 1  Smithwick, R. Michael. 
245 10 Pro OpenGL ES for Android /|cMike Smithwick, Mayank Verma 
       ; technical reviewer, Leila Muhtasib.|h[O'Reilly 
       electronic resource] 
260    [New York] :|bApress,|c©2012. 
300    1 online resource 
336    text|btxt|2rdacontent 
337    computer|bc|2rdamedia 
338    online resource|bcr|2rdacarrier 
347    text file 
347    |bPDF 
505 0  Title Page; Copyright Page; Dedication Page; Contents at a
       Glance; Table of Contents; About the Authors; About the 
       Technical Reviewer; Acknowledgments; Introduction; Chapter
       1 Computer Graphics: From Then to Now; Your First OpenGL 
       ES Program; A Spotty History of Computer Graphics; 3D in 
       Hollywood; The Dawn of Computer Graphics; MIT; University 
       of Utah; Coming of Age in Hollywood; Toolkits; OpenGL; 
       Direct3D; The Other Guys; QuickDraw 3D; OGRE; 
       OpenSceneGraph; Unity3D; And Still Others; OpenGL 
       Architecture; Summary; Chapter 2 All That Math Jazz; 2D 
       Transformations; Translations; Rotations 
505 8  Scaling3D Transformations; Picture This: Projecting the 
       Object onto the Screen; Now Do it Backward and in High 
       Heels; What About Quaternions?; Summary; Chapter 3 From 2D
       to 3D: Adding One Extra Dimension; First, a Little More 
       Theory; OpenGL Coordinates; Eye Coordinates; Viewing 
       Frustum and the Projection Matrix; Back to the Fun Stuff: 
       Going Beyond the Bouncy Square; Adding the Geometry; 
       Stitching It All Together; Taking 'er Out for a Spin; 
       Tweaking the Values; Clipping Regions; Field of View; Face
       Culling; Building a Solar System; Summary; Chapter 4 
       Turning On the Lights 
505 8  The Story of Light and ColorLet There Be Light; Back to 
       the Fun Stuff (for a While); Fun with Light and Materials;
       Specular Lighting; Ambient Lighting; Taking a Step Back; 
       Emissive Materials; Attenuation; Spotlights; Light 
       Parameters in Play; The Math Behind Shading; Specular 
       Reflections; Attenuation; Summing It All Up; So, What's 
       This All For?; More Fun Stuff; Back to the Solar System; 
       And the Banding Played On; Summary; Chapter 5 Textures; 
       The Language of Texturing; All About Textures (Mostly); 
       Image Textures; OpenGL ES and Textures; Image Formats; 
       Back to the Bouncy Square One; Mipmaps 
505 8  FilteringOpenGL Extensions; Finally, More Solar System 
       Goodness; Summary; Chapter 6 Will It Blend?; Alpha 
       Blending; Blending Functions; Multicolor Blending; Texture
       Blending; Multitexturing; Mapping with Bumps; Summary; 
       Chapter 7 Well-Rendered Miscellany; Frame Buffer Objects; 
       Hedley Buffer Objects; Sun Buffer Objects; Lens Flare; 
       Reflective Surfaces; Coming of the Shadows; Shadow 
       Mapping; Shadow Volumes; Blob Shadows; Projection Shadows;
       Summary; Chapter 8 Putting It All Together; Revisiting the
       Solar System; What Are These Quaternion Things Anyway?; 
       Moving Things in 3D; Adding Some Flare 
505 8  Seeing StarsSeeing Lines; Seeing Text; Seeing Buttons; 
       Summary; Chapter 9 Performance 'n' Stuff; Vertex Buffer 
       Objects; Batching; Textures; Sprite Sheets; Texture 
       Uploads; Mipmaps; Fewer Colors; Other Tips to Remember; 
       Summary; Chapter 10 OpenGL ES 2, Shaders, and ... ; Shaded
       Pipelines; Shady Triangles; Shader Structure; 
       Restrictions; Back to the Spinning Triangle; Earth at 
       Night; Bring in the Clouds; But What About Specular 
       Reflections?; Summary; Index 
520 8  Annotation|bIn Pro OpenGL ES for Android, you'll find out 
       how to harness the full power of OpenGL ES, and design 
       your own 3D applications by building a fully-functional 3D
       solar system model using Open GL ES! OpenGL has set the 
       standard for 3D computer graphics, and is an essential 
       aspect of Android development. This book offers everything
       you need to know, from basic mathematical concepts to 
       advanced coding techniques. You'll learn by building a 
       fascinating 3D solar system simulator! After introducing 
       Open GL ES, Pro OpenGL ES for Android explains the basics 
       of 3D math and then orients you to the native Android 3D 
       libraries you'll be using in your own 3D games and the 
       solar system project you'll build using this book. Through
       the solar system example project, you'll learn how to 
       incorporate a variety of graphic and animation techniques 
       into your applications. You will also discover how the 
       full spectrum of 3D development that awaits, with topics 
       such as lighting, texture-mapping, modeling, shaders, 
       blending modes, and several more advanced concepts. By the
       time you finish Pro OpenGL ES for Android, you'll have 
       learned all the skills you'll need to build your own 
       incredible 3D applications, based on one of the most 
       powerful 3D libraries available. What you'll learn The 
       basics of 3D mathematics, and how they are applied in the 
       OpenGL library How to design and build your 3D worlds To 
       create 2D interfaces within the 3D world To develop 
       animation and 3D movement How to implement 3D shading, 
       coloring, and texturing The differences between OpenGL and
       other 3D toolkits To build a fully-functional 3D solar 
       system simulator using OpenGL ES Who this book is for 
       Experienced Android programmers who want to enter the 3D 
       world of OpenGL ES programming. Table of Contents 
       Introduction to OpenGL ES and Our 3D Solar System Project 
       Generating a Basic. 
546    English. 
590    O'Reilly|bO'Reilly Online Learning: Academic/Public 
       Library Edition 
630 00 OpenGL. 
630 00 Android (Electronic resource) 
630 07 OpenGL.|2blmlsh 
630 07 Android (Electronic resource)|2blmlsh 
630 07 Android (Electronic resource)|2fast 
630 07 OpenGL|2fast 
650  0 Computer graphics. 
650  0 Three-dimensional display systems. 
650  0 Mobile computing. 
650  2 Computer Graphics 
650  6 Infographie. 
650  6 Affichage tridimensionnel. 
650  6 Informatique mobile. 
650  7 computer graphics.|2aat 
650  7 three-dimensional.|2aat 
650  7 Informatique.|2eclas 
650  7 Computer graphics|2fast 
650  7 Computer simulation|2fast 
650  7 Mobile computing|2fast 
650  7 Three-dimensional display systems|2fast 
651  0 Solar system|xComputer simulation. 
651  6 Système solaire|xSimulation par ordinateur. 
651  7 Solar system|2fast 
700 1  Verma, Mayank.|4aut 
700 1  Muhtasib, Leila.|4rev 
773 0  |tSpringer eBooks 
776 08 |iPrint version:|aSmithwick, R. Michael.|tPro OpenGL ES 
       for Android.|d[New York] : Apress, ©2012|z9781430240020
       |w(OCoLC)794121544 
856 40 |uhttps://ezproxy.naperville-lib.org/login?url=https://
       learning.oreilly.com/library/view/~/9781430240020/?ar
       |zAvailable on O'Reilly for Public Libraries 
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938    ebrary|bEBRY|nebr10572276 
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