OpenGL ES 2.0 is the industry&;s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. With OpenGL ES 2.0, the full programmability of shaders is now available on small and portable devices&;including cell phones, PDAs, consoles, appliances, and vehicles. However, OpenGL ES differs significantly from OpenGL. Graphics programmers and mobile developers have had very little information about it&;until now. In the OpenGL® ES 2.0 Programming Guide , three leading authorities on the Open GL ES 2.0 interface&;including the specification&;s editor&;provide start-to-finish guidance for maximizing the interface&;s value in a wide range of high-performance applications. The authors cover the entire API, including Khronos-ratified extensions. Using detailed C-based code examples, they demonstrate how to set up and program every aspect of the graphics pipeline. You&;ll move from introductory techniques all the way to advanced per-pixel lighting, particle systems, and performance optimization. Coverage includes: Shaders in depth: creating shader objects, compiling shaders, checking for compile errors, attaching shader objects to program objects, and linking final program objects - The OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniforms, varyings, precision qualifiers, and invariance - Inputting geometry into the graphics pipeline, and assembling geometry into primitives - Vertex shaders, their special variables, and their use in per-vertex lighting, skinning, and other applications - Using fragment shaders&;including examples of multitexturing, fog, alpha test, and user clip planes - Fragment operations: scissor test, stencil test, depth test, multisampling, blending, and dithering - Advanced rendering: per-pixel lighting with normal maps, environment mapping, particle systems, image post-processing, and projective texturing - Real-world programming challenges: platform diversity, C++ portability, OpenKODE, and platform-specific shader binaries Aaftab Munshi is the spec editor for the OpenGL ES 1.1 and 2.0 specifications. Now at Apple, he was formerly senior architect in ATI&;s handheld group. Dan Ginsburg is senior member of technical staff at AMD. At AMD and ATI, he has worked in a variety of roles, including the development of OpenGL drivers, the creation of desktop and handheld 3D demos, and the development of handheld GPU developer tools. Dave Shreiner is one of the world&;s foremost authorities on OpenGL. He is a systems architect at ARM, Inc., and the lead author of the official OpenGL® Programming Guide, Sixth Edition (Addison-Wesley, 2007) and series editor for the Addison-Wesley OpenGL Series. OpenGL ES 2.0 is a software interface for rendering sophisticated 3D graphics on handheld and embedded devices. OpenGL ES 2.0 is the primary graphics library for handheld and embedded devices with programmable 3D hardware including cell phones, PDAs, consoles, appliances, vehicles, and avionics. With OpenGL ES 2.0, the full programmability of shaders has made its way onto small and portable devices. This book details the entire OpenGL ES 2.0 API and pipeline with detailed examples in order to provide a guide for developing a wide range of high-performance 3D applications for handheld devices. Intended Audience This book is intended for programmers interested in learning OpenGL ES 2.0. We expect the reader to have a solid grounding in computer graphics. We will explain many of the relevant graphics concepts as they relate to various parts of OpenGL ES 2.0, but we do expect the reader to understand basic 3D concepts. The code examples in the book are all written in C. We assume that the reader is familiar with C or C++ and will only be covering language topics where they are relevant to OpenGL ES 2.0. This book covers the entire OpenGL ES 2.0 API along with all Khronosratified extensions. The reader will learn about setting up and programming every aspect of the graphics pipeline. The book details how to write vertex and fragment shaders and how to implement advanced rendering techniquessuch as per-pixel lighting and particle systems. In addition, the book provides performance tips and tricks for efficient use of the API and hardware. After finishing the book, the reader will be ready to write OpenGL ES 2.0 applications that fully harness the programmable power of embedded graphics hardware. Organization of the Book This book is organized to cover the API in a sequential fashion, building up your knowledge of OpenGL ES 2.0 as we go. Chapter 1--Introduction to OpenGL ES 2.0 This chapter gives an introduction to OpenGL ES, followed by an overview of the OpenGL ES 2.0 graphics pipeline. We discuss the philosophies and constraints that went into the design of OpenGL ES 2.0. Finally, the chapter covers some general conventions and types used in OpenGL ES 2.0. Chapter 2--Hello Triangl