List of Figures

Figure 1-1

OpenGL ES 2.0 Graphics Pipeline

4

Figure 1-2

OpenGL ES 2.0 Vertex Shader

5

Figure 1-3

OpenGL ES 2.0 Rasterization Stage

7

Figure 1-4

OpenGL ES 2.0 Fragment Shader

8

Figure 1-5

OpenGL ES 2.0 Per-Fragment Operations

9

Figure 2-1

Hello Triangle Example

25

Figure 5-1

Uniform Storage without Packing

95

Figure 5-2

Uniform Storage with Packing

95

Figure 5-3

Z Fighting Artifacts Due to Not Using Invariance

98

Figure 5-4

Z Fighting Avoided Using Invariance

99

Figure 6-1

Triangle with a Constant Color Vertex and Per-Vertex Position Attributes

101

Figure 6-2

Position, Normal, and Two Texture Coordinates Stored As an Array

105

Figure 6-3

Selecting Constant or Vertex Array Vertex Attribute

109

Figure 6-4

Specifying and Binding Vertex Attributes for Drawing a Primitive(s)

114

Figure 7-1

Triangle Primitive Types

128

Figure 7-2

Line Primitive Types

129

Figure 7-3

gl_PointCoord Values

131

Figure 7-4

Cube

133

Figure 7-5

Connecting Triangle Strips

135

Figure 7-6

OpenGL ES Primitive Assembly Stage

137

Figure 7-7

Coordinate Systems

137

Figure 7-8

Viewing Volume

138

Figure 7-9

OpenGL ES Rasterization Stage

141

Figure 7-10

Clockwise and Counterclockwise Triangles

142

Figure 7-11

Polygon Offset

144

Figure 8-1

OpenGL ES 2.0 Programmable Pipeline

147

Figure 8-2

OpenGL ES 2.0 Vertex Shader

149

Figure 8-3

Geometric Factors in Computing Lighting Equation for a Directional Light

161

Figure 8-4

Geometric Factors in Computing Lighting Equation for a Spot Light

164

Figure 9-1

2D Texture Coordinates

183

Figure 9-2

3D Texture Coordinate for Cubemap

184

Figure 9-3

MipMap2D: Nearest Versus Trilinear Filtering

192

Figure 9-4

GL_REPEAT, GL_CLAMP_TO_EDGE, and GL_MIRRORED_REPEAT Modes

195

Figure 10-1

OpenGL ES 2.0 Programmable Pipeline

216

Figure 10-2

OpenGL ES 2.0 Fragment Shader

219

Figure 10-3

Multitextured Quad

223

Figure 10-4

Linear Fog on Terrain in RenderMonkey

225

Figure 10-5

Alpha Test Using Discard

228

Figure 10-6

User Clip Plane Example

230

Figure 11-1

The Postshader Fragment Pipeline

233

Figure 12-1

Framebuffer Objects, Renderbuffer Objects, and Textures

256

Figure 12-2

Render to Color Texture

273

Figure 12-3

Render to Depth Texture

276

Figure 13-1

Per-Fragment Lighting Example (see Color Plate 4)

280

Figure 13-2

Environment Mapping Example (see Color Plate 5)

286

Figure 13-3

Particle System Sample

290

Figure 13-4

Image Postprocessing Example (see Color Plate 6)

296

Figure 13-5

Light Bloom Effect

299

Figure 13-6

Light Bloom Stages

300

Figure 13-7

Projective Spotlight Example (see Color Plate 7)

301

Figure 13-8

2D Texture Projected onto Terrain

302

Figure 13-9

Fog Distorted by 3D Noise Texture (see Color Plate 8)

308

Figure 13-10

2D Slice of Gradient Noise

313

Figure 13-11

Checkerboard Procedural Texture

319

Figure 13-12

Antialiased Checkerboard Procedural Texture

321

Figure A-1

16-Bit Floating-Point Number

354

Figure E-1

MipMap2D sample on iPhone Simulator

398

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