OpenGL ES 2.0 Graphics Pipeline | ||
OpenGL ES 2.0 Vertex Shader | ||
OpenGL ES 2.0 Rasterization Stage | ||
OpenGL ES 2.0 Fragment Shader | ||
OpenGL ES 2.0 Per-Fragment Operations | ||
Hello Triangle Example | ||
Uniform Storage without Packing | ||
Uniform Storage with Packing | ||
Z Fighting Artifacts Due to Not Using Invariance | ||
Z Fighting Avoided Using Invariance | ||
Triangle with a Constant Color Vertex and Per-Vertex Position Attributes | ||
Position, Normal, and Two Texture Coordinates Stored As an Array | ||
Selecting Constant or Vertex Array Vertex Attribute | ||
Specifying and Binding Vertex Attributes for Drawing a Primitive(s) | ||
Triangle Primitive Types | ||
Line Primitive Types | ||
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Cube | ||
Connecting Triangle Strips | ||
OpenGL ES Primitive Assembly Stage | ||
Coordinate Systems | ||
Viewing Volume | ||
OpenGL ES Rasterization Stage | ||
Clockwise and Counterclockwise Triangles | ||
Polygon Offset | ||
OpenGL ES 2.0 Programmable Pipeline | ||
OpenGL ES 2.0 Vertex Shader | ||
Geometric Factors in Computing Lighting Equation for a Directional Light | ||
Geometric Factors in Computing Lighting Equation for a Spot Light | ||
2D Texture Coordinates | ||
3D Texture Coordinate for Cubemap | ||
MipMap2D: Nearest Versus Trilinear Filtering | ||
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OpenGL ES 2.0 Programmable Pipeline | ||
OpenGL ES 2.0 Fragment Shader | ||
Multitextured Quad | ||
Linear Fog on Terrain in RenderMonkey | ||
Alpha Test Using Discard | ||
User Clip Plane Example | ||
The Postshader Fragment Pipeline | ||
Framebuffer Objects, Renderbuffer Objects, and Textures | ||
Render to Color Texture | ||
Render to Depth Texture | ||
Per-Fragment Lighting Example (see Color Plate 4) | ||
Environment Mapping Example (see Color Plate 5) | ||
Particle System Sample | ||
Image Postprocessing Example (see Color Plate 6) | ||
Light Bloom Effect | ||
Light Bloom Stages | ||
Projective Spotlight Example (see Color Plate 7) | ||
2D Texture Projected onto Terrain | ||
Fog Distorted by 3D Noise Texture (see Color Plate 8) | ||
2D Slice of Gradient Noise | ||
Checkerboard Procedural Texture | ||
Antialiased Checkerboard Procedural Texture | ||
16-Bit Floating-Point Number | ||
MipMap2D sample on iPhone Simulator |