03-17-2018, 02:26 PM
(This post was last modified: 03-17-2018, 02:27 PM by Brian Beuken.)
If you are working on SBC's you are really working on OpenGLES2.0 or OpenGLES3.x
In which case you really need a copy of the so called gold book, (dunno why, it only has a hint of gold on it). It comes in 2 versions, the older and slightly harder to find new, 2.0 version
https://www.amazon.com/OpenGL-ES-2-0-Pro...dpSrc=srch
And the more uptodate (but still lacking 3.1/.3.2 info) OpenGLES3.0 version
https://www.amazon.com/OpenGL-ES-3-0-Pro...55JZ7GP90X
Both books are reference books so don't expect much in the way of easy to follow handholding, but if you've started to grasp OpenGLES the info it provides helps to fill in a lot of blanks.
I am not a fan of downloading reference books like this you should always keep them to hand, but there are some good download references you should book mark, such as the references cards from Khronos.
Reference cards for ES2 are here
https://www.khronos.org/opengles/sdk/doc...e-card.pdf
and for ES3.0
https://www.khronos.org/files/opengles3-...e-card.pdf
and for ES3.1
https://www.khronos.org/files/opengles31...e-card.pdf
and for ES3.2
https://www.khronos.org/files/opengles32...e-card.pdf
OpenGLES3.0 is quite a bit different from 2.0 and requires a different way of doing things, so if you are developing for it, the later gold book is essential.
Not too many SBC's currently support 3.1 or 3.2. There's currently no gold book on 3.1 or 3.2 so you need to go to the Khronos site to get info on how to use it, it is essentially closer to full OpenGL3.3+ these days so any good OpenGL book (the Blue or Red books) will prepare you for using modern GPU's on your SBC.
In which case you really need a copy of the so called gold book, (dunno why, it only has a hint of gold on it). It comes in 2 versions, the older and slightly harder to find new, 2.0 version
https://www.amazon.com/OpenGL-ES-2-0-Pro...dpSrc=srch
And the more uptodate (but still lacking 3.1/.3.2 info) OpenGLES3.0 version
https://www.amazon.com/OpenGL-ES-3-0-Pro...55JZ7GP90X
Both books are reference books so don't expect much in the way of easy to follow handholding, but if you've started to grasp OpenGLES the info it provides helps to fill in a lot of blanks.
I am not a fan of downloading reference books like this you should always keep them to hand, but there are some good download references you should book mark, such as the references cards from Khronos.
Reference cards for ES2 are here
https://www.khronos.org/opengles/sdk/doc...e-card.pdf
and for ES3.0
https://www.khronos.org/files/opengles3-...e-card.pdf
and for ES3.1
https://www.khronos.org/files/opengles31...e-card.pdf
and for ES3.2
https://www.khronos.org/files/opengles32...e-card.pdf
OpenGLES3.0 is quite a bit different from 2.0 and requires a different way of doing things, so if you are developing for it, the later gold book is essential.
Not too many SBC's currently support 3.1 or 3.2. There's currently no gold book on 3.1 or 3.2 so you need to go to the Khronos site to get info on how to use it, it is essentially closer to full OpenGL3.3+ these days so any good OpenGL book (the Blue or Red books) will prepare you for using modern GPU's on your SBC.
Brian Beuken
Lecturer in Game Programming at Breda University of Applied Sciences.
Author of The Fundamentals of C/C++ Game Programming: Using Target-based Development on SBC's
Lecturer in Game Programming at Breda University of Applied Sciences.
Author of The Fundamentals of C/C++ Game Programming: Using Target-based Development on SBC's