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OpenGL ES Programming training course (getting started)

November 7-8, 2007, 10:00-17:00 (open at 9:30)
DMP New Seminar Room (2 minutes walk from JR Mitaka station) [ MAP ]

Event is now over

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This course provides the knowledge that a novice OpenGL ES programmer needs to author interactive, 3D graphics applications using OpenGL ES. It covers fundamental topics such as overview of architecture, modeling, and lighting, and introduces advanced topics using extensions such as matrix palette skinning animation (For more details, see follwing curriculum). OpenGL ES is a cross-platform API for full-function 2D and 3D graphics on embedded systems - incluting amusement machines, car infotainment systems, mobile phones, game consoles, and digital appliances.


After this course is completed, it is assumed that following items can be achieved.
  1. To understand architecture of OpenGL ES and overview of some implementations.
  2. To be able to read programs using OpenGL ES 1.1.
  3. To be able to write 3D graphics


Attendees should be able to read simple programs written in the C language. No previous experience with writing graphics programs is required. The course includes some basic concepts from linear algebra (vector notation and matrix multiplication), but previous knowledge of these subjects is not required.


12 people (Seating in Courses is on a first-come, first-served basis.)

Tuition Fee

49,560 Yen (taxes included, for 1 person, 2 days)
Khronos Member: 45,000 Yen


Day 1 Day 2
  1. Introduction
  2. OpenGL ES Overview
  3. EGL Interface
  4. Drawing Primitives
  5. Setting Viewport
  6. Transformation
  7. Depth Buffer
  8. Drawing Scene
  9. Animation
  10. Field of View
  11. Lighting(I)
  12. Lighting(II)
  13. Conclusions
  1. Blending
  2. Pixel Operation
  3. Texture Mapping(I)
  4. Fog
  5. Frame Buffer Operation
  6. Buffer Object
  7. Point Sprite Extension
  8. Matrix Palette Extension
  9. Other Tips
  10. Conclusions