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Game Programming Gems
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GPU Gems
2004

GPU Gems 2
2005

GPU Gems 3
2007

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2002

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2003

ShaderX3
2004

ShaderX4
2006

ShaderX5
2006

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2008

ShaderX7
2009

GPU Pro
2010

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2011

GPU Pro 3
2012

Massively Multiplayer Game Development
Massively Multiplayer Game Development 2
Secrets of the Game Business
Introduction to Game Development
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Gamasutra


Graphics Programming: OpenGL


Migration to OpenGL ES 2.0

Ken Catterall
GPU Pro"

Porting Code between Direct3D9 and OpenGL 2.0

Wojciech Sterna
GPU Pro"

Optimizing your first OpenGL ES Applications

Kristof Beets, Mikael Gustavsson, Erik Olsson
ShaderX7

Shaders Gone Mobile Porting from Direct3D 9.0 to Open GL ES 2.0

Mikey Wetzel
ShaderX6

Implementing Graphical Benchmark in OpenGL ES 2.0

Szabolcs Horvath, Csaba Keszegh and Laszlo Kishonti
ShaderX6

Shadow Techniques for OpenGL ES 2.0

Jonathan Feldstein
ShaderX6

OpenGL ES 2.0: Shaders for Mobile Devices

Kristof Beets
ShaderX5

Developing a 3D Engine for OpenGL ES v2.0 and OpenGL v2.0

Dan Ginsburg
ShaderX5

OpenGL ES 2.0 Performance Recommendations for Mobile Devices

Kristof Beets
ShaderX5

Cartoon Fire Effects Using OpenGL ES 2.0

David Minor
ShaderX5

High Dynamic Range Rendering Using OpenGL Frame Buffer Objects

Allen Sherrod (Ultimate Game Programming)
Game Programming Gems 6

OpenGL Performance Tuning: OpenGL Performance in a Shader-Centric World

Evan Hart (ATI Research)
ATI Technology Papers & Presentations, GDC 2005.

OpenGL Shading Language

Bill Licea-Kane (ATI Research)
ATI Technology Papers & Presentations, GDC 2005.

The OpenGL Framebuffer Object Extension

Simon Green (NVIDIA)
PDF available, NVIDIA GDC Presentations

Image Processing Tricks in OpenGL

Simon Green (NVIDIA)
PDF available, NVIDIA GDC Presentations

OpenGL 2.0 and New Extensions

Cass Everitt (NVIDIA)
PDF available, NVIDIA GDC Presentations

Programming for SLI in OpenGL

Simon Green (NVIDIA)
PDF available, NVIDIA GDC Presentations

OpenGL Performance Tools

S�bastien Domin� (NVIDIA)
PDF available, NVIDIA GDC Presentations

The OpenGL Shading Language

Bill Licea-Kane (ATI Research)
ATI Technology Papers & Presentations (GDC 2004).

OpenGL Performance Tuning

Evan Hart (ATI Research)
ATI Technology Papers & Presentations (GDC 2004).

OpenGL ARM Superbuffers

Rob Mace (ATI Research)
ATI Technology Papers & Presentations (GDC 2004).

New RenderMonkey features for DirectX and OpenGL Shader Development

Natalya Tatarchuk (ATI Research)
ATI Technology Papers & Presentations (GDC 2004).

The OpenGL Shading Language on NVIDIA Hardware (GDC2004 OpenGL Tutorial)

Simon Green, Mark Kilgard (NVIDIA)
PDF available, NVIDIA GDC Presentations

OpenGL 2.0 Update (GDC2004 OpenGL Tutorial)

Cass Everitt (NVIDIA)
PDF available, NVIDIA GDC Presentations

New NVIDIA OpenGL Extensions (GDC2004 OpenGL Tutorial)

Simon Green (NVIDIA)
PDF available, NVIDIA GDC Presentations

Optimizing Vertex Submission for OpenGL

Herbert Marselas (Ensemble Studios)
Game Programming Gems
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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