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	Graphics Programming: OpenGL
	  
	
Migration to OpenGL ES 2.0  |   
Porting Code between Direct3D9 and OpenGL 2.0  |   
Optimizing your first OpenGL ES Applications  |  
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Kristof Beets, Mikael Gustavsson, Erik Olsson ShaderX7 |   
Shaders Gone Mobile Porting from Direct3D 9.0 to Open GL ES 2.0  |   
Implementing Graphical Benchmark in OpenGL ES 2.0  |  
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Szabolcs Horvath, Csaba Keszegh and Laszlo Kishonti ShaderX6 |   
Shadow Techniques for OpenGL ES 2.0  |   
OpenGL ES 2.0: Shaders for Mobile Devices  |   
Developing a 3D Engine for OpenGL ES v2.0 and OpenGL v2.0  |   
OpenGL ES 2.0 Performance Recommendations for Mobile Devices  |   
Cartoon Fire Effects Using OpenGL ES 2.0  |   
High Dynamic Range Rendering Using OpenGL Frame Buffer Objects  |   
OpenGL Performance Tuning: OpenGL Performance in a Shader-Centric World  |   
The OpenGL Framebuffer Object Extension  |   
Image Processing Tricks in OpenGL  |   
OpenGL 2.0 and New Extensions  |   
Programming for SLI in OpenGL  |   
The OpenGL Shading Language  |   
OpenGL Performance Tuning  |   
New RenderMonkey features for DirectX and OpenGL Shader Development  |   
The OpenGL Shading Language on NVIDIA Hardware (GDC2004 OpenGL Tutorial)  |   
OpenGL 2.0 Update (GDC2004 OpenGL Tutorial)  |   
New NVIDIA OpenGL Extensions (GDC2004 OpenGL Tutorial)  |   
Optimizing Vertex Submission for OpenGL  |   
Abstract: There are a number of functions available for submitting and rendering vertices in OpenGL, which range from the simple immediate mode functions to more complicated multiple vertex functions and vendor-specific extensions. However, teh performance can vary greatly depending on the functionality used. This article provides insight into the tradeoffs of various techniques.
	
	
	 
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