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3D Graphics with OpenGL ES and M3G- P2

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3D Graphics with OpenGL ES and M3G- P2:Mobile phones are the new vehicle for bringing interactive graphics technologies to consumers. Graphics that in the 1980s was only seen in industrial flight simulators and at the turn of the millennium in desktop PCs and game consoles is now in the hands of billions of people. This book is about the technology underpinnings of mobile threedimensional graphics, the newest and most rapidly advancing area of computer graphics. | x CONTENTS CHAPTER 11. EGL 241 11.1 API Overview 242 11.2 Configuration 244 11.3 Surfaces 248 11.4 Contexts 252 11.5 Extensions 253 11.6 Rendering into Textures 254 11.7 Writing High-Performance EGL Code 255 11.8 Mixing OpenGL ES and 2D Rendering 257 11.8.1 Method 1 Window Surface is in Control 257 11.8.2 Method 2 Pbuffer Surfaces and Bitmaps 258 11.8.3 Method 3 Pixmap Surfaces 258 11.9 Optimizing Power Usage 259 11.9.1 Power Management Implementations 259 11.9.2 Optimizing the Active Mode 261 11.9.3 Optimizing the Idle Mode 262 11.9.4 Measuring Power Usage 262 11.10 Example on EGL Configuration Selection 264 PART III M3G CHAPTER 12. INTRODUCING M3G 269 12.1 Overview 270 12.1.1 Mobile Java 270 12.1.2 Features and Structure 272 12.1.3 Hello World 276 12.2 Design Principles and Conventions 277 12.2.1 High Abstraction Level 278 12.2.2 No Events or Callbacks 279 12.2.3 Robust Arithmetic 280 12.2.4 Consistent Methods 281 12.2.5 Parameter Passing 282 12.2.6 Numeric Values 283 12.2.7 Enumerations 284 12.2.8 Error Handling 284 12.3 M3G1.1 285 12.3.1 Pure 3D Rendering 285 12.3.2 Rotation Interpolation 285 12.3.3 PNG and JPEG Loading 286 12.3.4 New Getters 287 12.3.5 Other Changes 288 CONTENTS xi CHAPTER 13. BASICM3G CONCEPTS 289 13.1 Graphics3D 290 13.1.1 Render Targets 290 13.1.2 Viewport 293 13.1.3 Rendering 294 13.1.4 Static Properties 296 13.2 Image2D 297 13.3 Matrices and Transformations 300 13.3.1 Transform 300 13.3.2 Transformable 303 13.4 Object3D 306 13.4.1 Animating 306 13.4.2 Iterating and Cloning 306 13.4.3 Tags and Annotations 308 13.5 Importing Content 311 13.5.1 Loader 311 13.5.2 The File Format 313 CHAPTER 14. LOW-LEVEL MODELING IN M3G 319 14.1 Building meshes 319 14.1.1 VertexArray 319 14.1.2 VertexBuffer 320 14.1.3 IndexBuffer and Rendering Primitives 323 14.1.4 Example 325 14.2 Adding Color and Light Appearance 326 14.2.1 PolygonMode 327 14.2.2 Material 328 14.2.3 Texture2D 329 14.2.4 Fog 332 14.2.5 CompositingMode 333 14.3 Lights and Camera 337 14.3.1 .