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Mobile 3D Graphics with OpenGL ES and M3G from Focal Press is a training guide aimed at application developers, graphics artists, producers, and students of mobile 3D graphics. It is written with video game development in mind, but the concepts and examples outlined in the guide can also be applied to other OpenGL ES and M3G applications.
The book details many of the programming interfaces that are used to create dynamic 3D media for use with cell phones, GPS systems, portable gaming consoles, and media players. Hands-on examples are included in the text, allowing you to learn how to work with OpenGL ES and M3G in C, C++, or Java. The book will help you add 2D and 3D graphics, lighting, texture mapping, skinning, and morphing effects to mobile applications.
Table of Contents
OpenGL ES, M3G
Chapter 1: Introduction
Part I: Anatomy of a Graphics Engine
Chapter 2: Linear Algebra for 3D Graphics
Chapter 3: Low-Level Rendering
Chapter 4: Animation
Chapter 5: Scene Management
Chapter 6: Performance and Scalability
Part II: OpenGL ES and EGL
Chapter 7: Introducing OpenGL ES
Chapter 8: OpenGL ES Transformation and Lighting
Chapter 9: OpenGL ES Rasterization and Fragment Processing
Chapter 10: Miscellaneous OpenGL ES Features
Chapter 11: EGL
Part III: M3G
Chapter 12: Introducing M3G
Chapter 13: Basic M3G Concepts
Chapter 14: Low-Level Modeling in M3G
Chapter 15: The M3G Scene Graph
Chapter 16: Animation in M3G
Part IV: Appendix
Appendix A: Fixed-Point Mathematics
Appendix B: Java Performance Tuning
Appendix C: Glossary
Kari Pulli, Tomi Aarnio, Ville Miettinen, Kimmo Roimela and Jani Vaarala
Focal Press Mobile 3D Graphics with OpenGL ES and M3G Review