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Mobile 3D Graphics with OpenGL ES and M3G

Mobile 3D Graphics with OpenGL ES and M3GChapter 2 LINEAR ALGEBRA FOR 3D GRAPHICS - This chapter is about the coordinate systems and transformations that 3D objects undergo during their travel through the graphics pipeline, as illustrated in Figure 2.1.
Chapter 3 LOW-LEVEL RENDERING - This chapter describes the traditional low-level 3D pipeline as it has been defined in OpenGL.
Chapter 4 ANIMATION - This chapter introduces basic, commonly used animation concepts that we will encounter when we discuss the M3G animation functionality later in the book.
Chapter 5 SCENE MANAGEMENT - In this chapter, we take a look at how 3D objects are composed, how the objects can be organized into a scene graph, and how the scene graph can be efficiently rendered and updated.
Chapter 6  PERFORMANCE AND SCALABILITY
Chapter 7 INTRODUCING OPENGL ES - This chapter covers the fundamentals of the OpenGL ES 1.x standard. First we take a brief look at its history and design principles, followed by an introduction to the resources available online.
Chapter 8 OPENGL ES TRANSFORMATION AND LIGHTING - This chapter covers the geometry pipeline of OpenGL ES. This includes primitive and vertex specification, matrix processing, and the interaction between light sources and materials.
Chapter 9 OPENGL ES RASTERIZATION AND FRAGMENT PROCESSING - This chapter covers everything that happens after the transformation and lighting pipeline.
Chapter 10 MISCELLANEOUS OPENGL ES FEATURES - This chapter covers OpenGL ES functionality that is not part of either the geometry or the rasterization pipelines.
Chapter 11 EGL - This chapter begins with an example and an overview of the EGL functionality, then proceeds to describe EGL configuration, the different surface types supported by EGL, and the OpenGL ES/EGL context.
Chapter 12 INTRODUCING M3G - This chapter introduces M3G, putting it in the context of the mobile Java environment, OpenGL ES, and other scene graph engines.
Chapter 13 BASIC M3G CONCEPTS - The first thing that a well-behaved M3G application needs to do is to check the availability of M3G, as it may not be present on some older devices.
Chapter 14 LOW-LEVEL MODELING IN M3G - In this chapter, we walk through the lowest-level parts of M3G. By the end of the chapter, you will know how to use M3G to draw polygon meshes in immediate mode, similarly to OpenGL ES.
Chapter 15 THE M3G SCENE GRAPH - In this chapter we will take what we learned about low-level rendering so far, and see how that fits into the concept of scene graphs.
Chapter 16 ANIMATION IN M3G - For background information on the animation concepts we will be dealing with in this chapter.
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