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OpenGL® ES 2.0 Programming Guide
book

OpenGL® ES 2.0 Programming Guide

by Aaftab Munshi, Dan Ginsburg, Dave Shreiner
July 2008
Intermediate to advanced
480 pages
9h 29m
English
Addison-Wesley Professional
Content preview from OpenGL® ES 2.0 Programming Guide

Chapter 14. State Queries

OpenGL ES 2.0 relies on a large collection of data and objects to render when you ask. You’ll need to compile and link shader programs, initialize vertex arrays and attribute bindings, specify uniform values, and probably load and bind texture, and that only scratches the surface.

There is also a large quantity of values that are intrinsic to OpenGL ES 2.0’s operation. You might need to determine how large of a viewport is supported, or the maximum number of texture units, for example. All of those values can be queried by your application.

This chapter describes the functions your applications can use to obtain values from OpenGL ES 2.0, and the parameters that you can query.

OpenGL ES 2.0 Implementation String Queries ...

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ISBN: 9780321563835Purchase book