Figure 1-1 OpenGL ES 3.0 Graphics Pipeline
Figure 1-2 OpenGL ES 3.0 Vertex Shader
Figure 1-3 OpenGL ES 3.0 Rasterization Stage
Figure 1-4 OpenGL ES 3.0 Fragment Shader
Figure 1-5 OpenGL ES 3.0 Per-Fragment Operations
Figure 2-1 Hello Triangle Example
Figure 5-1 Z Fighting Artifacts Due to Not Using Invariance
Figure 5-2 Z Fighting Avoided Using Invariance
Figure 6-1 Triangle with a Constant Color Vertex and Per-Vertex Position Attributes
Figure 6-2 Position, Normal, and Two Texture Coordinates Stored as an Array
Figure 6-3 Selecting Constant or Vertex Array Vertex Attribute
Figure 6-4 Specifying and Binding Vertex Attributes for Drawing One or More Primitives
Figure 7-1 Triangle Primitive Types
Figure 7-2 Line Primitive Types
Figure 7-3 gl_PointCoord
Values
Figure 7-5 Connecting Triangle Strips
Figure 7-6 OpenGL ES Primitive Assembly Stage
Figure 7-9 OpenGL ES Rasterization Stage
Figure 7-10 Clockwise and Counterclockwise Triangles
Figure 8-1 OpenGL ES 3.0 Programmable Pipeline
Figure 8-2 OpenGL ES 3.0 Vertex Shader
Figure 8-3 Geometric Factors in Computing Lighting Equation for a Directional Light
Figure 8-4 Geometric Factors in Computing Lighting Equation for a Spotlight
Figure 9-1 2D Texture Coordinates
Figure 9-2 3D Texture Coordinate for Cubemap
Figure 9-4 MipMap2D: Nearest Versus Trilinear Filtering
Figure 9-5 GL_REPEAT, GL_CLAMP_TO_EDGE
, and GL_MIRRORED_REPEAT
Modes
Figure 10-1 OpenGL ES 3.0 Programmable Pipeline
Figure 10-2 OpenGL ES 3.0 Fragment Shader
Figure 10-3 Multitextured Quad
Figure 10-4 Linear Fog on Torus in PVRShaman
Figure 10-5 Alpha Test Using Discard
Figure 10-6 User Clip Plane Example
Figure 11-1 The Post-Shader Fragment Pipeline
Figure 12-1 Framebuffer Objects, Renderbuffer Objects, and Textures
Figure 12-2 Render to Color Texture
Figure 12-3 Render to Depth Texture
Figure 14-1 Per-Fragment Lighting Example
Figure 14-2 Environment Mapping Example
Figure 14-3 Particle System Sample
Figure 14-4 Particle System with Transform Feedback
Figure 14-5 Image Postprocessing Example
Figure 14-6 Light Bloom Effect
Figure 14-7 Light Bloom Stages
Figure 14-8 Projective Spotlight Example
Figure 14-9 2D Texture Projected onto Object
Figure 14-10 Fog Distorted by 3D Noise Texture
Figure 14-11 2D Slice of Gradient Noise
Figure 14-12 Checkerboard Procedural Texture
Figure 14-13 Anti-Aliased Checkerboard Procedural Texture
Figure 14-14 Terrain Rendered with Vertex Texture Fetch
Figure 14-15 Shadow Rendering with a Depth Texture and 6 × 6 PCF
Figure 16-1 Building Samples with CMake GUI on Windows
Figure 16-2 VertexArrayObjects Sample in Xcode Running on iOS 7 Simulator