![]() ![]() You’ll move from introductory techniques all the way to advanced per-pixel lighting, particle systems, and performance optimization. Using detailed C-based code examples, they demonstrate how to set up and program every aspect of the graphics pipeline. 1 Color formats 1.1 Special color formats 1.2 sRGB colorspace 1.3 Compressed formats 1.4 S3TC/DXT 2 Depth formats 3 Depth stencil formats 4 Stencil only 5 Required formats 5.1 Texture and Renderbuffer 5. The number of bitplanes in each of the color buffers, the depth buffer, and the stencil buffer is dependent on the currently bound framebuffer. The authors cover the entire API, including Khronos-ratified extensions. It’s here at last At the Game Developers Conference in March, the OpenGL ES Working Group announced the release of OpenGL ES 2. In the OpenGL® ES 2.0 Programming Guide, three leading authorities on the Open GL ES 2.0 interface-including the specification’s editor-provide start-to-finish guidance for maximizing the interface’s value in a wide range of high-performance applications.
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