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List of Figures

List of Figures

Figure 1-1OpenGL ES 2.0 Graphics Pipeline4
Figure 1-2OpenGL ES 2.0 Vertex Shader5
Figure 1-3OpenGL ES 2.0 Rasterization Stage7
Figure 1-4OpenGL ES 2.0 Fragment Shader8
Figure 1-5OpenGL ES 2.0 Per-Fragment Operations9
Figure 2-1Hello Triangle Example25
Figure 5-1Uniform Storage without Packing95
Figure 5-2Uniform Storage with Packing95
Figure 5-3Z Fighting Artifacts Due to Not Using Invariance98
Figure 5-4Z Fighting Avoided Using Invariance99
Figure 6-1Triangle with a Constant Color Vertex and Per-Vertex Position Attributes101
Figure 6-2Position, Normal, and Two Texture Coordinates Stored As an Array105
Figure 6-3Selecting Constant or Vertex Array Vertex Attribute109
Figure 6-4Specifying and Binding Vertex Attributes for Drawing a Primitive(s)114
Figure 7-1Triangle Primitive Types128
Figure 7-2Line Primitive Types129
Figure 7-3gl_PointCoord Values131
Figure 7-4Cube133
Figure 7-5Connecting Triangle Strips135
Figure 7-6OpenGL ES Primitive Assembly Stage137
Figure 7-7Coordinate Systems137
Figure 7-8Viewing Volume138
Figure 7-9OpenGL ES Rasterization Stage141
Figure 7-10Clockwise and Counterclockwise Triangles142
Figure 7-11Polygon Offset144
Figure 8-1OpenGL ES 2.0 Programmable Pipeline147
Figure 8-2OpenGL ES 2.0 Vertex Shader149
Figure 8-3Geometric Factors in Computing Lighting Equation for a Directional Light161
Figure 8-4Geometric Factors in Computing Lighting Equation for a Spot Light164
Figure 9-12D Texture Coordinates183
Figure 9-23D Texture Coordinate for Cubemap184
Figure 9-3MipMap2D: Nearest Versus Trilinear Filtering192
Figure 9-4GL_REPEAT, GL_CLAMP_TO_EDGE, and GL_MIRRORED_REPEAT Modes195
Figure 10-1OpenGL ES 2.0 Programmable Pipeline216
Figure 10-2OpenGL ES 2.0 Fragment Shader219
Figure 10-3Multitextured Quad223
Figure 10-4Linear Fog on Terrain in RenderMonkey225
Figure 10-5Alpha Test Using Discard228
Figure 10-6User Clip Plane Example230
Figure 11-1The Postshader Fragment Pipeline233
Figure 12-1Framebuffer Objects, Renderbuffer Objects, and Textures256
Figure 12-2Render to Color Texture273
Figure 12-3Render to Depth Texture276
Figure 13-1Per-Fragment Lighting Example (see Color Plate 4)280
Figure 13-2Environment Mapping Example (see Color Plate 5)286
Figure 13-3Particle System Sample290
Figure 13-4Image Postprocessing Example (see Color Plate 6)296
Figure 13-5Light Bloom Effect299
Figure 13-6Light Bloom Stages300
Figure 13-7Projective Spotlight Example (see Color Plate 7)301
Figure 13-82D Texture Projected onto Terrain302
Figure 13-9Fog Distorted by 3D Noise Texture (see Color Plate 8)308
Figure 13-102D Slice of Gradient Noise313
Figure 13-11Checkerboard Procedural Texture319
Figure 13-12Antialiased Checkerboard Procedural Texture321
Figure A-116-Bit Floating-Point Number354
Figure E-1MipMap2D sample on iPhone Simulator398