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Creating Google Chrome Extensions [[electronic resource] /] / by Prateek Mehta
Creating Google Chrome Extensions [[electronic resource] /] / by Prateek Mehta
Autore Mehta Prateek
Edizione [1st ed. 2016.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016
Descrizione fisica 1 online resource (XVII, 167 p. 113 illus. in color.)
Disciplina 005.11
Collana The Expert's Voice in Web Development
Soggetto topico Computer programming
Software engineering
Web Development
Programming Techniques
Software Engineering
ISBN 1-4842-1775-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 1. Introduction to Google Chrome Extensions -- 2. Architecture Overview -- 3. API Availability and Messaging -- 4. More about Extensions.
Record Nr. UNINA-9910254751103321
Mehta Prateek  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Learn OpenGL ES : for mobile game and graphics development / / Prateek Mehta
Learn OpenGL ES : for mobile game and graphics development / / Prateek Mehta
Autore Mehta Prateek
Edizione [1st ed. 2013.]
Pubbl/distr/stampa New York : , : Apress, , 2013
Descrizione fisica 1 online resource (xvii, 199 pages) : illustrations (some color)
Disciplina 004
794.8151
Collana Gale eBooks
Soggetto topico Computer graphics
Application software - Development
Computer games - Programming
ISBN 1-4302-5054-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto ""Contents at a Glance""; ""Contents""; ""About the Author""; ""About the Technical Reviewer ""; ""Acknowledgments""; ""Preface""; ""Chapter 1: Benefits of the New API""; ""Modern Graphic-rendering API""; ""Devices Love It""; ""Easy App Development: Let�s Create an OpenGL Surface View""; ""Determining OpenGL ES Version""; ""Creating the OpenGL Surface""; ""ES 2.0 Is for the Ambitious""; ""Where Are the Developers?""; ""Summary""; ""Chapter 2: Implementation Prerequisites""; ""Selecting a Development Device: Why Upgrade to Gingerbread?""; ""Choosing Inputs That Your Game Needs""
""Tank Fence""""Creating Menus for the Game""; ""Setting Views Using setContentView and addContentView""; ""Sleek Design of XML Views""; ""Working with Buttons and the Counter Class""; ""Using Touch for Rotation""; ""Rotation Using Android Sensors""; ""Summary""; ""Chapter 3: ES 2.0 Fundamentals""; ""EGL on Android""; ""The GLSurfaceView Class""; ""Setting up the Renderer""; ""Renderer Thread""; ""Decoupling for Dedicated Performance""; ""Thread Safety""; ""Implemented Methods""; ""Anatomy of a Renderer""; ""GL SURFACE CHANGED Application""; ""Framebuffer""; ""Double Buffering""
""Clearing the Color Buffer""""Setting the Viewport""; ""GLSL""; ""Shader Program""; ""Vertex Shader Example""; ""Data Types""; ""Fragment Shader Example""; ""GL POINT BASIC Application""; ""Using the loadShader Method""; ""Attributes""; ""Drawing Line and Triangle Primitives""; ""Varyings""; ""Triangle Primitive""; ""Normalized Device Coordinate System""; ""3D-Transformation""; ""Types of Transformations""; ""The Matrix Class""; ""State Management""; ""Cull Face""; ""Depth Test""; ""Summary""; ""Chapter 4: 3D Modeling""; ""Drawing Shapes Using glDrawElements""
""GL POINT ELEMENTS Application""""Drawing Line and Triangle Primitives""; ""Blender for Modeling""; ""Default Layout""; ""Using Object Mode""; ""Panels in 3D View""; ""Translating Objects""; ""Using the Lasso-Select Command""; ""Modeling Objects for the Game""; ""Creating an Equilateral Triangle""; ""tankFence Blender File""; ""Material Context""; ""Player Object""; ""Adding Plane Mesh""; ""Editing the Player Object""; ""Exporting Mesh Data""; ""Parsing Objects for OpenGL ES""; ""Installing Perl""; ""Downloading Parser""; ""Using the Parser""; ""Using the Mesh Data""
""Adding the Player Object""""Basic Components in the Blender Interface: Screenshots""; ""Summary""; ""Chapter 5: Texturing and Shading""; ""Vertex Buffer Objects""; ""Types of Buffer Objects""; ""Using Buffer Objects""; ""Using Color Masks""; ""Textures""; ""2D Texture""; ""Loading the Image Data""; ""sampler2D Uniform Variable""; ""Using Texture and Color""; ""Cubemap Textures""; ""Loading Images for a Cubemap Texture""; ""samplerCube Uniform Variable""; ""Multi-Texturing""; ""Lighting Effects Using Shader Programs""; ""Illumination Models""
""Diffuse Reflection: Equations for Illumination""
Record Nr. UNINA-9910438104203321
Mehta Prateek  
New York : , : Apress, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui