Books for the Mobile Developer Community
Books
OpenGL(R) Shading Language (2nd Edition)
OpenGL® Shading Language, Second Edition, extensively updated for OpenGL 2.0, is the experienced application programmer’s guide to writing shaders. Part reference, part tutorial, this book thoroughly explains the shift from fixed-functionality graphics hardware to the new era of programmable graphics hardware and the additions to the OpenGL API that support this programmability. With OpenGL and shaders written in the OpenGL Shading Language, applications can perform better, achieving stunning graphics effects by using the capabilities of both the visual processing unit and the central processing unit.
OpenGL(R) SuperBible: Comprehensive Tutorial and Reference (4th Edition)
OpenGL ® SuperBible, Fourth Edition, begins by illuminating the core techniques of “classic” OpenGL graphics programming, from drawing in space to geometric transformations, from lighting to texture mapping. The authors cover newer OpenGL capabilities, including OpenGL 2.1’s powerful programmable pipeline, vertex and fragment shaders, and advanced buffers. They also present thorough, up-to-date introductions to OpenGL implementations on multiple platforms, including Windows, Mac OS X, GNU/Linux, UNIX, and embedded systems.
OpenGL® Programming on Mac OS® X: Architecture, Performance, and Integration
The Mac has fully embraced OpenGL throughout its visual systems. In fact, Apple's highly efficient, modern OpenGL implementation makes Mac OS X one of today's best platforms for OpenGL development. OpenGL® Programming on Mac OS® X is the first comprehensive resource for every graphics programmer who wants to create, port, or optimize OpenGL applications for this high-volume platform.
Leading OpenGL experts Robert Kuehne and J. D. Sullivan thoroughly explain the Mac's diverse OpenGL APIs, both old and new. They illuminate crucial OpenGL setup, configuration, and performance issues that are unique to the Mac platform. Next, they offer practical, start-to-finish guidance for integrating key Mac-native APIs with OpenGL, and leveraging the full power of the Mac platform in your graphics applications.
OpenGL(r) ES 2.0 Programming Guide
In the OpenGL(r) 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. The authors cover the entire API, including Khronos-ratified extensions. Using detailed C-based code examples, they demonstrate how to set up and program every aspect of the graphics pipeline. You’ll move from introductory techniques all the way to advanced per-pixel lighting, particle systems, and performance optimization.
Game Programming Tricks of the Trade
Game Programming Tricks of the Trade” is a compilation of techniques from today’s leading game programmers. Beginners will get started with invaluable tips, while intermediate game programmers can use these tricks to take their skills to the next level. There are even articles for advanced programmers who are looking for new and amazing effects to incorporate in their games. This book covers many exciting topics including Artificial Intelligence and multiplayer game programming. Plus, the tricks taught are a combination of OpenGL and DirectX to provide something for everyone!
Mobile 3D Graphics: with OpenGL ES and M3G
Shows readers how to create 3D graphics on cell phones, portable game players and other mobile devices. The exploding popularity of mobile computing is undeniable. From cell phones to portable gaming systems, the global demand for multifunctional mobile devices is driving amazing hardware and software developments. 3D graphics are becoming an integral part of these ubiquitous devices, and as a result, Mobile 3D Graphics is arguably the most rapidly advancing area of the computer graphics discipline.
Advanced Graphics Programming Using OpenGL
This book is about graphics techniques that dont require esoteric hardware or custom graphics libraries, and that are written in a comprehensible style and do useful things. It is relevant to both OpenGL and OpenGL ES. Sophisticated and novel programming techniques are implemented in C using the OpenGL library, including: coverage of color and lighting; texture mapping; blending and compositing; antialiasing; image processing; special effects; natural phenomena; artistic and non-photorealistic techniques, and many others.
OpenGL ES Game Development
An in-depth look into the OpenGL ES standard and what the new embedded systems graphics library will provide for game developers. It covers OpenGL ES, EGL, game development, and platforms that are currently available. It also covers the problems involved in mobile game development with OpenGL ES and includes an overview of fixed point math and other areas of cell phone limitations that must be considered before creating mobile games.
COLLADA: Sailing the Gulf of 3D Digital Content Creation book
This book explains in detail how to use the COLLADA technology in a project utilizing 3D assets, and ultimately how to create an effective content creation pipeline for the most complex development.
It was created as a guide to the COLLADA 1.4 specification with the goal of providing readers with all the information that will help them understand the concepts, learn how the technology is already implemented by various tools, and provide guidance for using COLLADA in their applications.
The book will be useful for content developers interested in exchanging data between several tools, application developers planning to take advantage of COLLADA in their tool chain and tool providers wanting to add COLLADA compatibility.
Mobile 3D Graphics
Mobile 3D Graphics offers an in-depth look at OpenGL ES and teaches fundamental 3D mobile graphics programming with standard APIs. It covers the basic and advanced application program interfaces behind the major wireless and mobile devices supporting 3D graphics applications. It includes: a comprehensive explanation of 3D mobile graphics programming; an extensive range of OpenGL ES code samples; and examples of combining 3D and 2D mobile graphics methods.














