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When people raise their glasses in celebratory toasts, few are
aware of all the work behind the fizz. Here is a book to open their
eyes with an inside look - from the vineyard to the marketplace -
at the world of champagne. Just like good wine, the book begins
with the grapes: variety, growing season, harvesting and pressing
method. While not attempting to be the definitive work on champagne
making, this volume does enumerate all the steps and decisions that
go into producing a quality champagne. Blending, bottling, aging,
fermenting and storage are also discussed. With a view to
practicality, the author - himself a champagne manufacturer - looks
at the marketing and business concerns of champagne, including the
necessity of balancing quality and timely production. Since, by
definition, champagne comes only from Champagne, France, a brief
history of and visitor's guide to this region is also included. The
final chapters look at vintages from 1900 to 2003 as well as the
various families who make it their business to produce some of the
world's finest wines.
OpenGL (R) ES (TM) is the industry's leading software interface and
graphics library for rendering sophisticated 3D graphics on
handheld and embedded devices. The newest version, OpenGL ES 3.0,
makes it possible to create stunning visuals for new games and
apps, without compromising device performance or battery life. In
the OpenGL (R) ES (TM) 3.0 Programming Guide, Second Edition, the
authors cover the entire API and Shading Language. They carefully
introduce OpenGL ES 3.0 features such as shadow mapping,
instancing, multiple render targets, uniform buffer objects,
texture compression, program binaries, and transform feedback.
Through detailed, downloadable C-based code examples, you'll learn
how to set up and program every aspect of the graphics pipeline.
Step by step, you'll move from introductory techniques all the way
to advanced per-pixel lighting and particle systems. Throughout,
you'll find cutting-edge tips for optimizing performance,
maximizing efficiency with both the API and hardware, and fully
leveraging OpenGL ES 3.0 in a wide spectrum of applications. All
code has been built and tested on iOS 7, Android 4.3, Windows
(OpenGL ES 3.0 Emulation), and Ubuntu Linux, and the authors
demonstrate how to build OpenGL ES code for each platform. Coverage
includes EGL API: communicating with the native windowing system,
choosing configurations, and creating rendering contexts and
surfaces Shaders: creating and attaching shader objects; compiling
shaders; checking for compile errors; creating, linking, and
querying program objects; and using source shaders and program
binaries OpenGL ES Shading Language: variables, types,
constructors, structures, arrays, attributes, uniform blocks, I/O
variables, precision qualifiers, and invariance Geometry, vertices,
and primitives: inputting geometry into the pipeline, and
assembling it into primitives 2D/3D, Cubemap, Array texturing:
creation, loading, and rendering; texture wrap modes, filtering,
and formats; compressed textures, sampler objects, immutable
textures, pixel unpack buffer objects, and mipmapping Fragment
shaders: multitexturing, fog, alpha test, and user clip planes
Fragment operations: scissor, stencil, and depth tests;
multisampling, blending, and dithering Framebuffer objects:
rendering to offscreen surfaces for advanced effects Advanced
rendering: per-pixel lighting, environment mapping, particle
systems, image post-processing, procedural textures, shadow
mapping, terrain, and projective texturing Sync objects and fences:
synchronizing within host application and GPU execution This
edition of the book includes a color insert of the OpenGL ES 3.0
API and OpenGL ES Shading Language 3.0 Reference Cards created by
Khronos. The reference cards contain a complete list of all of the
functions in OpenGL ES 3.0 along with all of the types, operators,
qualifiers, built-ins, and functions in the OpenGL ES Shading
Language.
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