What is included with this book?
Preface | p. x |
Using Modern Mobile Graphics Hardware | p. 1 |
What Is 3D Rendering? | p. 2 |
Supplying the Graphics Processor with Data | p. 4 |
The OpenGL ES Context | p. 9 |
The Geometry of a 3D Scene | p. 9 |
Summary | p. 17 |
Making the Hardware Work for You | p. 19 |
Drawing a Core Animation Layer with OpenGL ES | p. 19 |
Combining Cocoa Touch with OpenGL ES | p. 22 |
The OpenGLES_Ch2_l Example | p. 27 |
Deep Dive: How Does GLKView Work? | p. 42 |
Extrapolating from GLKit | p. 51 |
Summary | p. 58 |
Textures | p. 59 |
What Is a Texture? | p. 59 |
The OpenGLES_Ch3_l Example | p. 65 |
Deep Dive: How Does GLKTextureLoader Work? | p. 69 |
The 0penGLES_Ch3_3 Example | p. 76 |
Opacity, Blending, and Multi-Texturing | p. 77 |
Texture Compression | p. 84 |
Summary | p. 85 |
Shedding Some Light | p. 87 |
Ambient, Diffuse, and Specular Light | p. 88 |
Calculating How Much Light Hits Each Triangle | p. 90 |
Using GLKit Lighting | p. 95 |
The OpenGLES_Ch4_1 Example | p. 97 |
Bake Lighting into Textures | p. 104 |
Fragment Operations | p. 105 |
Summary | p. 106 |
Changing Your Point of View | p. 107 |
The Depth Render Buffer | p. 107 |
The OpenGLES_Ch5_1 and OpenGLES_Ch5_2 Examples | p. 109 |
Deep Dive: Adding a Depth Buffer Without GLKKit | p. 115 |
Transformations | p. 117 |
Transformation Cookbook | p. 129 |
Perspective and the Viewing Frustum | p. 130 |
Summary | p. 132 |
Animation | p. 133 |
Motion Within a Scene: The OpenGLES_Ch6_l Example | p. 134 |
Animating Vertex Data | p. 140 |
Animating Colors and Lights: The OpenGLES_Ch6_3 Example | p. 148 |
Animating Textures | p. 153 |
Summary | p. 157 |
Loading and Using Models | p. 159 |
Modeling Tools and Formats | p. 160 |
Reading modelplist Files | p. 165 |
The 0penGLES_Ch7_1 Example | p. 168 |
Advanced Models | p. 172 |
Summary | p. 181 |
Special Effects | p. 183 |
Skybox | p. 183 |
Deep Dive: How Does GLKSkyboxEffect Work? | p. 186 |
Particles | p. 199 |
Billboards | p. 206 |
Summary | p. 216 |
Optimization | p. 217 |
Render as Little as Possible | p. 218 |
Don't Guess: Profile | p. 232 |
Minimize Buffer Copying | p. 234 |
Minimize State Changes | p. 235 |
Summary | p. 236 |
Terrain and Picking | p. 237 |
Terrain Implementation | p. 237 |
Adding Models | p. 249 |
OpenGL ES Camera | p. 253 |
Picking | p. 258 |
Optimizing | p. 267 |
Summary | p. 274 |
Math Cheat Sheet | p. 277 |
Overview | p. 278 |
Decoding a Matrix | p. 279 |
Quaternions | p. 296 |
Surviving Graphics Math | p. 297 |
Summary | p. 301 |
Putting It All Together | p. 303 |
Overview | p. 304 |
Everything All the Time | p. 306 |
Device Motion | p. 323 |
Summary | p. 325 |
Index | p. 327 |
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