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Learning OpenGL ES for IOS : A Hands-On Guide to Modern 3D Graphics Programming,9780321741837

Learning OpenGL ES for IOS : A Hands-On Guide to Modern 3D Graphics Programming

by
Edition:
1st
ISBN13:

9780321741837

ISBN10:
0321741838
Format:
Paperback
Pub. Date:
7/27/2012
Publisher(s):
Addison-Wesley Professional
List Price: $44.99

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Questions About This Book?

What version or edition is this?
This is the 1st edition with a publication date of 7/27/2012.
What is included with this book?
  • The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any CDs, lab manuals, study guides, etc.

Summary

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 pertinenttoday. 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 iOSwill 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 platforms Instruct readers on how to initialize and control graphics hardware, step by step Explain texture definition and texture mapping onto 3D geometry Show multiple techniques and optimizations for lighting through examples Introduce the algorithms used by the graphics hardware to project images of 3D objects on 2D displays And much much more!

Author Biography

Erik M. Buck a serial entrepreneur and author, co-wrote Cocoa Programming and Cocoa Design Patterns. He founded his first company, EMB and Associates, Inc., in 1993 and built it into a leader in the aerospace and entertainment software industries. He has also worked in construction, taught science to 8th graders, exhibited oil on canvas portraits, and developed alternative fuel vehicles. His latest startup venture is www.cosmicthump.com. Also an Adjunct Professor of Computer Science at Wright State University, he currently teaches iOS programming.

Table of Contents

Prefacep. x
Using Modern Mobile Graphics Hardwarep. 1
What Is 3D Rendering?p. 2
Supplying the Graphics Processor with Datap. 4
The OpenGL ES Contextp. 9
The Geometry of a 3D Scenep. 9
Summaryp. 17
Making the Hardware Work for Youp. 19
Drawing a Core Animation Layer with OpenGL ESp. 19
Combining Cocoa Touch with OpenGL ESp. 22
The OpenGLES_Ch2_l Examplep. 27
Deep Dive: How Does GLKView Work?p. 42
Extrapolating from GLKitp. 51
Summaryp. 58
Texturesp. 59
What Is a Texture?p. 59
The OpenGLES_Ch3_l Examplep. 65
Deep Dive: How Does GLKTextureLoader Work?p. 69
The 0penGLES_Ch3_3 Examplep. 76
Opacity, Blending, and Multi-Texturingp. 77
Texture Compressionp. 84
Summaryp. 85
Shedding Some Lightp. 87
Ambient, Diffuse, and Specular Lightp. 88
Calculating How Much Light Hits Each Trianglep. 90
Using GLKit Lightingp. 95
The OpenGLES_Ch4_1 Examplep. 97
Bake Lighting into Texturesp. 104
Fragment Operationsp. 105
Summaryp. 106
Changing Your Point of Viewp. 107
The Depth Render Bufferp. 107
The OpenGLES_Ch5_1 and OpenGLES_Ch5_2 Examplesp. 109
Deep Dive: Adding a Depth Buffer Without GLKKitp. 115
Transformationsp. 117
Transformation Cookbookp. 129
Perspective and the Viewing Frustump. 130
Summaryp. 132
Animationp. 133
Motion Within a Scene: The OpenGLES_Ch6_l Examplep. 134
Animating Vertex Datap. 140
Animating Colors and Lights: The OpenGLES_Ch6_3 Examplep. 148
Animating Texturesp. 153
Summaryp. 157
Loading and Using Modelsp. 159
Modeling Tools and Formatsp. 160
Reading modelplist Filesp. 165
The 0penGLES_Ch7_1 Examplep. 168
Advanced Modelsp. 172
Summaryp. 181
Special Effectsp. 183
Skyboxp. 183
Deep Dive: How Does GLKSkyboxEffect Work?p. 186
Particlesp. 199
Billboardsp. 206
Summaryp. 216
Optimizationp. 217
Render as Little as Possiblep. 218
Don't Guess: Profilep. 232
Minimize Buffer Copyingp. 234
Minimize State Changesp. 235
Summaryp. 236
Terrain and Pickingp. 237
Terrain Implementationp. 237
Adding Modelsp. 249
OpenGL ES Camerap. 253
Pickingp. 258
Optimizingp. 267
Summaryp. 274
Math Cheat Sheetp. 277
Overviewp. 278
Decoding a Matrixp. 279
Quaternionsp. 296
Surviving Graphics Mathp. 297
Summaryp. 301
Putting It All Togetherp. 303
Overviewp. 304
Everything All the Timep. 306
Device Motionp. 323
Summaryp. 325
Indexp. 327
Table of Contents provided by Ingram. All Rights Reserved.


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