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Learning OpenGL Es for IOS: A Hands-On Guide to Modern 3D Graphics Programming (Developer's Library)by Erik M. Buck
Synopses & Reviews
Get Started Fast with Modern OpenGL ES Graphics Programming for iPhone, iPod touch, and iPad
OpenGL ES technology underlies the user interface and graphical capabilities of Apple’s iPhone, iPod touch, and iPad–as well as devices ranging from video-game consoles and aircraft-cockpit displays to non-Apple smartphones. In this friendly, thorough introduction, Erik M. Buck shows how to make the most of Open GL ES in Apple’s iOS environment.
This highly anticipated title focuses on modern, efficient approaches that use the newest versions of OpenGL ES, helping you avoid the irrelevant, obsolete, and misleading techniques that litter the Internet. Buck embraces Objective-C and Cocoa Touch, showing how to leverage Apple’s powerful, elegant GLKit framework to maximize your productivity, achieve tight platform integration, and deliver exceptionally polished apps.
If you’ve written C or C++ code and know object-oriented programming basics, this title brings together everything you need to fully master OpenGL ES graphics for iOS–including downloadable examples specifically designed to jumpstart your own projects.
• Understanding core OpenGL ES computer graphics concepts and iOS graphics architecture
• Integrating Cocoa Touch with OpenGL ES to leverage the power of Apple’s platform
• Creating textures from start to finish: opacity, blending, multi-texturing, and compression
• Simulating ambient, diffuse, and specular light
• Using transformations to render 3D geometric objects from any point of view
• Animating scenes by controlling time through application logic
• Partitioning data to draw expansive outdoor scenes with rolling terrain
• Detecting and handling user interaction with 3D geometry
• Implementing special effects ranging from skyboxes to particles and billboards
• Systematically optimizing graphics performance
• Understanding the essential linear algebra concepts used in computer graphics
• Designing and constructing a complete simulation that incorporates everything you’ve learned
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:
And much much more!
About the Author
Erik M. Buck is a serial entrepreneur and author. He co-wrote Cocoa Programming in 2003 and Cocoa Design Patterns in 2009. He founded his first company, EMB & Associates, Inc., in 1993 and built the company into a leader in the aerospace and entertainment software industries. Mr. Buck has also worked in construction, taught science to 8th graders, exhibited oil on canvas portraits, and developed alternative fuel vehicles. Mr. Buck sold his company in 2002 and took the opportunity to pursue other interests, including his latest startup, cosmicthump.com. Mr. Buck is an Adjunct Professor of Computer Science at Wright State University and teaches iOS programming courses. He received a BS in Computer Science from the University of Dayton in 1991.
Table of Contents
1. Using Modern Mobile Graphics Hardware
2. Make the Hardware Work for You
4: Shed Some Light
5: Changing Your Point of View
7: Special Effects
9: Tools and Resources Overview
10: Loading and Using Models
11: Math Cheat Sheet
12: Pulling It All Together
Appendix A: More Resources
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