More New and Used
from Private Sellers
Note: Supplemental materials are not guaranteed with Rental or Used book purchases.
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.
- The eBook copy of this book is not guaranteed to include any supplemental materials. Typically only the book itself is included.
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!
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
|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|
|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|
|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|
|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|
|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|
|Transformation Cookbook||p. 129|
|Perspective and the Viewing Frustum||p. 130|
|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|
|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|
|Special Effects||p. 183|
|Deep Dive: How Does GLKSkyboxEffect Work?||p. 186|
|Render as Little as Possible||p. 218|
|Don't Guess: Profile||p. 232|
|Minimize Buffer Copying||p. 234|
|Minimize State Changes||p. 235|
|Terrain and Picking||p. 237|
|Terrain Implementation||p. 237|
|Adding Models||p. 249|
|OpenGL ES Camera||p. 253|
|Math Cheat Sheet||p. 277|
|Decoding a Matrix||p. 279|
|Surviving Graphics Math||p. 297|
|Putting It All Together||p. 303|
|Everything All the Time||p. 306|
|Device Motion||p. 323|
|Table of Contents provided by Ingram. All Rights Reserved.|