Description
OpenGL ES is a foundation technology that underlies the amazing media exhibited by iPhone applications, but its inherent cross-platform capabilities extend its appeal to game authors, scientists, and multimedia authors regardless of their chosen development platform. The hardest part of learning OpenGL today is finding information and examples that are pertinent today. You have to filter out all of the background clutter found in the OpenGL standard, which includes obsolete code, suboptimal approaches, and anachronistic practices that have built up over 20 years of rapidly shifting graphics hardware technology and at least 12 different versions of the standard. Learning OpenGL for iOS will provide a gentle introduction to graphics technology and serves as a no-nonsense, practical starting point for readers. All of the modern uses of OpenGL are discussed, while the book also avoids distracting readers with obsolete or irrelevant parts of the standard. OpenGL ES is clearly the future of cross-platform graphics technology, and it will continue to be used in all of the modern phones and game consoles for years to come.This book will:
Help readers understand the capabilities and limitations of modern embedded graphics hardware for mobile platformsInstruct readers on how to initialize and control graphics hardware, step by stepExplain texture definition and texture mapping onto 3D geometryShow multiple techniques and optimizations for lighting through examplesIntroduce the algorithms used by the graphics hardware to project images of 3D objects on 2D displays
And much much more!
CONTENTS:
Preface
1. Using Modern Mobile Graphics Hardware
2. Make the Hardware Work for You
3. Textures
4: Shed Some Light
5: Changing Your Point of View
6: Animation
7: Special Effects
8: Optimization
9: Tools and Resources Overview
10: Loading and Using Models
11: Math Cheat Sheet
12: Pulling It All Together
Appendix A: More Resources
Published
30 Nov 2012
Publisher
ADDISON-WESLEY
ISBN
9780321741837
Pages
352




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