Learning OpenGL ES for iOS

Get Started Fast with Modern OpenGL ES Graphics Programming for iPhone, iPod touch, and iPad

OpenGL ES technology underlies the user interface and graphical capabilities of Apple’s iPhone, iPod touch, and iPad–as well as devices ranging from video-game consoles and aircraft-cockpit displays to non-Apple smartphones. In this friendly, thorough introduction, Erik M. Buck shows how to make the most of  Open GL ES in Apple’s iOS environment.

This highly anticipated title focuses on modern, efficient approaches that use the newest versions of  OpenGL ES, helping you avoid the irrelevant, obsolete, and misleading techniques that litter the Internet. Buck embraces Objective-C and Cocoa Touch, showing how to leverage Apple’s powerful, elegant GLKit framework to maximize your productivity, achieve tight platform integration, and deliver exceptionally polished apps.

If you’ve written C or C++ code and know  object-oriented programming basics, this title  brings together everything you need to fully  master OpenGL ES graphics for iOS–including  downloadable examples specifically designed to  jumpstart your own projects.

Coverage includes

  • Understanding core OpenGL ES computer graphics concepts and iOS graphics architecture
  • Integrating Cocoa Touch with OpenGL ES to leverage the power of Apple’s platform
  • Creating textures from start to finish: opacity, blending, multi-texturing, and compression
  • Simulating ambient, diffuse, and specular light
  • Using transformations to render 3D geometric objects from any point of view
  • Animating scenes by controlling time through application logic
  • Partitioning data to draw expansive outdoor scenes with rolling terrain
  • Detecting and handling user interaction with 3D geometry
  • Implementing special effects ranging from skyboxes to particles and billboards
  • Systematically optimizing graphics performance
  • Understanding the essential linear algebra concepts used in computer graphics
  • Designing and constructing a complete simulation that incorporates everything you’ve learned

Table of Contents
1. Using Modern Mobile Graphics Hardware
2. Making the Hardware Work for You
3. Textures
4. Shedding Some Light
5. Changing Your Point of View
6. Animation
7. Loading and Using Models
8. Special Effects
9. Optimization
10. Terrain and Picking
11. Math Cheat Sheet
12. Putting It All Together

Book Details

  • Paperback: 352 pages
  • Publisher: Addison-Wesley Professional (July 2012)
  • Language: English
  • ISBN-10: 0321741838
  • ISBN-13: 978-0321741837
Download [32.3 MiB]

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