ENGLISH

OpenGL ES Game Development

Book information

Year
2004
ISBN
1592003702, 9781592003709
Language
english
Format
PDF
Filesize
4 MB (4089163 bytes)
Series
Premier Press Game Development
Pages
\320
Time added
2022-03-29 10:31:18

Description

Contents Chapter 1 Introduction What You'll Learn What You Should Know Code Samples Obtaining OpenGL ES Contacting the Authors Chapter 2 The EGL Interface Introduction to EGL EGL Data Types Setting Up EGL Cleaning Up EGL EGL Error Handling EGL Extensions Using EGL with BREW Steps to Using EGL with BREW Using EGL with Windows CE Steps to Using EGL with Windows CE Comparing EGL with Other Windowing APIs Comparing EGL with GLX Comparing EGL with WGL Summary Chapter 3 OpenGL ES Introducing OpenGL ES OpenGL ES 1.0 Specification and Profiles OpenGL versus OpenGL ES Geometry Specification Transformations Materials and Lighting Clipping and Culling Points, Lines, and Polygons Imaging Texturing Fog Per-Fragment Operations Framebuffer Operations State Querying Everything Else Other OpenGL Features OpenGL ES Extensions Core Additions Required Extensions Optional Extensions Samples Recommended Reading Summary Chapter 4 A Fixed Point Math Primer Introduction Principles of Fixed Point Mathematics Changing Q Factors Addition and Subtraction Multiplication Division Square Root Trigonometric Functions Sine and Cosine Using Look-Up Tables Calculating Trigonometric Functions Algorithmically Summary Chapter 5 Developing OpenGL ES Games Overview From Console to Mobile A Few CPU Side Performance Tips Memory and Storage Capacity Creating the Art Assets Optimizing Your Game for the Graphics Pipeline Knowing Your Data Types Organizing the Vertices Vertex Buffer Objects for Even More Speed Only Draw What Can Be Seen Minimize Render State Changes Running at a Constant Frame Rate Handling Different Screen Resolutions Geometry and Texture Animation Geometry Animation Texture Animation What About 2D Games? Summary Chapter 6 Limitations of the Medium Introduction Most Common Limitations Getting To Know Your Platform The ATI IMAGEON™ 2300 Series 3D Graphics Processor Optimizing Games for OpenGL ES Hardware The 3D Graphics Pipeline The Optimization Process and Limitations Where to Begin? CPU and Memory Transfer Limitations Geometry Storage Limitations Geometry Processing Limits Rasterizer/Pixel Fill Limitations Fragment Processing Limitation Texture Limitations Pixel Ops Limitations ATI OpenGL ES Extensions A Quick Hardware Case Study: MotoGP2 Demo OpenGL ES Development Platforms The ATI Development Platform The QUALCOMM Development Platform A Software View of 3D Graphics Performance Suggestions for OpenGL ES Software Implementations Standard Memory Layouts Low- to Mid-range Multimedia Phones Mid-range Multimedia Phones High-end Multimedia Phones Network Data Rates 1X Phones UMTS/WCDMA Phones DO (Data Only) Phones Bluetooth® Summary Chapter 7 Audio for Mobile Devices Introduction to Mobile Audio Communication Selection of an Audio Producer Quality Control Mobile Audio Production MIDI Production vs. Digital Audio Production Production Methods Preproduction Production Testing Porting Testing Again Tones, Beeps, Rings, Vibration MIDI Files Compressed Audio Files Brew Audio Formats and Capabilities A Simple Brew Audio Example The Future of Mobile Audio Resources Key Terms Used in Mobile Audio Production Chapter 8 3D Game Engines for Mobile Devices X-Forge® X-Forge2 Capabilities Recent X-Forge Game Titles X-Forge Unveiled Supported Platforms X-Forge Development Environment X-Forge Licensing Contact Information Swerve™ Swerve Client SR Swerve Client ES Recent Swerve Game Titles Swerve Capabilities Supported Platforms Toolsets, Development Environment Getting Started with Swerve on BREW Getting Started with Swerve on WinCE Contact Information Mascot Capsule V4 Capabilities Recent V4 Game Titles Content Development Tools Tips and Tricks Licensing Chapter Summary Chapter 9 The Future OpenGL ES 1.1 Geometry Specification Buffer Objects Clipping and Culling Points, Lines, and Polygons Texturing Fog Fragment Operations Everything Else Querying State OpenGL ES 1.1 Extensions Beyond 1.1 Summary Chapter 10 The Mobile Business Model A Growing Market Big Names, Evolving Convergence Game Ecosystem Dynamics and Distribution Getting Started in Wireless Summary Appendix A: Using the CD Sample Code Brew OpenGL ES Examples ATI OpenGL ES Examples for Windows Sample Audio Files Index A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

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