While I do not like C++ and prefer objective-c for this particular application templates are a handy tool and usage of c++ is understandable. This book also got me over aversion to the desktop open gl. If you like the oldies there is gles 1.1 coverage. If you know 2.0 is the future than this is the
iPhone 3D Programming: Developing Graphical Applications with OpenGL ES
โ Scribed by Philip Rideout
- Publisher
- O'Reilly Media
- Year
- 2010
- Tongue
- English
- Leaves
- 440
- Category
- Library
No coin nor oath required. For personal study only.
โฆ Synopsis
What does it take to build an iPhone app with stunning 3D graphics? This book will show you how to apply OpenGL graphics programming techniques to any device running the iPhone OS - including the iPad and iPod Touch - with no iPhone development or 3D graphics experience required. iPhone 3D Programming provides clear step-by-step instructions, as well as lots of practical advice, for using the iPhone SDK and OpenGL. You'll build several graphics programs - progressing from simple to more complex examples - that focus on lighting, textures, blending, augmented reality, optimization for performance and speed, and much more. All you need to get started is a solid understanding of C++ and a great idea for an app.
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What does it take to build an iPhone app with stunning 3D graphics? This book will show you how to apply OpenGL graphics programming techniques to any device running the iPhone OS -- including the iPad and iPod Touch -- with no iPhone development or 3D graphics experience required. iPhone 3D Program
What does it take to build an iPhone app with stunning 3D graphics? This book will show you how to apply OpenGL graphics programming techniques to any device running the iPhone OS -- including the iPad and iPod Touch -- with no iPhone development or 3D graphics experience required. <i>iPhone 3D Prog
Graphics and game developers must learn to program for mobility. This book will teach you how. "This book - written by some of the key technical experts...provides a comprehensive but practical and easily understood introduction for any software engineer seeking to delight the consumer with rich 3D
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