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文件名称: openglES2.0与3d开发教程
  所属分类: 游戏开发
  开发工具:
  文件大小: 7mb
  下载次数: 0
  上传时间: 2011-10-31
  提 供 者: kait****
 详细说明: Contents Preface xiii About the Authors xv CHAPTER 1. INTRODUCTION 1 1.1 About this Book 2 1.1.1 Typographic Conventions 3 1.2 Graphics on Handheld Devices 3 2.1 2.2 Coordinate Systems 27 29 29 31 31 32 33 33 34 1.2.1 1.2.2 1.2.3 1.2.4 1.2.5 Device Categories 4 Display Technology 5 Processing Power 6 Graphics Hardware 8 Execution Environments 9 1.3 Mobile Graphics Standards 12 1.3.1 1.3.2 1.3.3 1.3.4 1.3.5 PART I Fighting the Fragmentation 12 Design Principles 14 OpenGL ES 18 M3G 19 Related Standards 21 ANATOMY OF A GRAPHICS ENG INE CHAPTER 2. LINEARALGEBRAFOR3DGRAPHICS 27 2.1.1 2.1.2 2.1.3 Vectors and Points Vector Products Homogeneous Coordinates Matrices 2.2.1 2.2.2 2.2.3 2.2.4 Matrix Products Identity and Inverse Compound Transformations Transforming Normal Vectors v vi CONTENTS 2.3 Affine Transformations 35 2.3.1 2.3.2 2.3.3 Types of Affine Transformations 35 Transformation Around a Pivot 39 Example: Hierarchical Modeling 39 2.4 Eye Coordinate System 42 2.5 Projections 44 2.5.1 2.5.2 2.5.3 Near and Far Planes and the Depth Buffer 45 A General View Frustum 47 Parallel Projection 50 2.6 Viewport and 2D Coordinate Systems 51 CHAPTER 3. LOW-LEVELRENDERING 55 3.1 Rendering Primitives 57 3.1.1 Geometric Primitives 57 3.1.2 Raster Primitives 60 3.2 Lighting 61 3.2.1 3.2.2 3.2.3 3.2.4 3.2.5 Color 61 Normal Vectors 63 Reflection Models and Materials 64 Lights 68 Full Lighting Equation 70 3.3 Culling and Clipping 70 3.3.1 Back-Face Culling 71 3.3.2 Clipping and View-Frustum Culling 71 3.4 Rasterization 73 3.4.1 3.4.2 3.4.3 3.4.4 3.4.5 Texture Mapping 74 Interpolating Gradients 82 Texture-Based Lighting 83 Fog 88 Antialiasing 90 3.5 Per-Fragment Operations 92 3.5.1 3.5.2 3.5.3 Fragment Tests 92 Blending 95 Dithering, Logical Operations, and Masking 99 3.6 Life Cycle of a Frame 100 3.6.1 3.6.2 3.6.3 Single versus Double Buffering 101 Complete Graphics System 101 Synchronization Points 102 CHAPTER 4. ANIMATION 105 4.1 Keyframe Animation 105 4.1.1 Interpolation 106 4.1.2 Quaternions 111 CONTENTS vii 4.2 Deforming Meshes 113 4.2.1 4.2.2 4.2.3 Morphing 113 Skinning 114 Other Dynamic Deformations 116 CHAPTER 5. SCENEMANAGEMENT 117 5.1 Triangle Meshes 118 5.2 Scene Graphs 120 5.2.1 5.2.2 5.2.3 5.2.4 5.2.5 Application Area 120 Spatial Data Structure 121 Content Creation 123 Extensibility 125 Class Hierarchy 125 5.3 Retained Mode Rendering 128 5.3.1 5.3.2 5.3.3 5.3.4 Setting Up the Camera and Lights 129 Resolving Rendering State 130 Finding Potentially Visible Objects 130 Sorting and Rendering 132 CHAPTER 6. PERFORMANCEANDSCALABILITY 133 6.1 Scalability 134 6.1.1 Special Effects 135 6.1.2 Tuning Down the Details 136 6.2 Performance Optimization 136 6.2.1 6.2.2 6.2.3 6.2.4 6.2.5 Pixel Pipeline 137 Vertex Pipeline 139 Application Code 140 Profiling OpenGL ES Based Applications 141 Checklists 142 6.3 Changing and Querying the State 145 6.3.1 Optimizing State Changes 146 6.4 Model Data 146 6.4.1 Vertex Data 147 6.4.2 Triangle Data 148 6.5 Transformation Pipeline 148 6.5.1 6.5.2 6.5.3 Object Hierarchies 148 Rendering Order 149 Culling 150 6.6 Lighting 151 6.6.1 Precomputed Illumination 151 viii CONTENTS 6.7 Textures 152 6.7.1 Texture Storage 152 PART II OPENGL ES AND EGL CHAPTER 7. INTRODUCINGOPENGLES 157 7.1 Khronos Group and OpenGL ES 157 7.2 Design Principles 158 7.3 Resources 159 7.3.1 7.3.2 7.3.3 Documentation 160 Technical Support 160 Implementations 160 7.4 API Overview 161 7.4.1 7.4.2 7.4.3 7.4.4 7.4.5 7.4.6 7.4.7 Profiles and Versions 161 OpenGL ES 1.0 in a Nutshell 161 New Features in OpenGL ES 1.1 164 Extension Mechanism 165 OpenGL ES Extension Pack 166 Utility APIs 166 Conventions 167 7.5 Hello, OpenGL ES! 170 CHAPTER 8. OPENGL ES TRANSFORMATION AND LIGHTING 173 8.1 Drawing Primitives 173 8.1.1 8.1.2 8.1.3 8.1.4 Primitive Types 174 Specifying Vertex Data 177 Drawing the Primitives 179 Vertex Buffer Objects 180 8.2 Vertex Transformation Pipeline 183 8.2.1 8.2.2 8.2.3 8.2.4 8.2.5 8.2.6 Matrices 183 Transforming Normals 185 Texture Coordinate Transformation 186 Matrix Stacks 188 Viewport Transformation 188 User Clip Planes 189 8.3 Colors and Lighting 189 8.3.1 8.3.2 8.3.3 8.3.4 8.3.5 Specifying Colors and Materials 189 Lights 190 Two-Sided Lighting 192 Shading 193 Lighting Example 193 ...展开收缩
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