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Learning OpenGL ES for iOS: A Hands-on Guide to Modern 3D Graphics Programming(Learning)

Learning OpenGL ES for iOS: A Hands-on Guide to Modern 3D Graphics Programming(Learning)

          
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About the Book

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.   Coverage includes   • 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

Table of Contents:
Preface    x 1  Using Modern Mobile Graphics Hardware    1 What Is    3D Rendering?    2 Supplying the Graphics Processor with Data    4 The OpenGL ES Context    9 The Geometry of a    3D Scene    9 Summary    17 2  Making the Hardware Work for You    19 Drawing a Core Animation Layer with OpenGL ES    19 Combining Cocoa Touch with OpenGL ES    22 The OpenGLES_Ch2_1 Example    27 Deep Dive: How Does GLKView Work?    42 Extrapolating from GLKit    51 Summary    58 3  Textures    59 What Is a Texture?    59 The OpenGLES_Ch3_1 Example    65 Deep Dive: How Does GLKTextureLoader Work?    69 The OpenGLES_Ch3_3 Example    76 Opacity, Blending, and Multi-Texturing    77 Texture Compression    84 Summary    85 4  Shedding Some Light    87 Ambient, Diffuse, and Specular Light    88 Calculating How Much Light Hits Each Triangle    90 Using GLKit Lighting    95 The OpenGLES_Ch4_1 Example    97 Bake Lighting into Textures    104 Fragment Operations    105 Summary    106 5  Changing Your Point of View    107 The Depth Render Buffer    107 The OpenGLES_Ch5_1 and OpenGLES_Ch5_2 Examples    109 Deep Dive: Adding a Depth Buffer Without GLKKit    115 Transformations    117 Transformation Cookbook    129 Perspective and the Viewing Frustum    130 Summary    132 6  Animation    133 Motion Within a Scene: The OpenGLES_Ch6_1 Example    134 Animating Vertex Data    140 Animating Colors and Lights: The OpenGLES_Ch6_3 Example    148 Animating Textures    153 Summary    157 7  Loading and Using Models    159 Modeling Tools and Formats    160 Reading modelplist Files    165 The OpenGLES_Ch7_1 Example    168 Advanced Models    172 Summary    181 8  Special Effects    183 Skybox    183 Deep Dive: How Does GLKSkyboxEffect Work?    186 Particles    199 Billboards    206 Summary    216 9  Optimization    217 Render as Little as Possible    218 Don’t Guess: Profile    232 Minimize Buffer Copying    234 Minimize State Changes    235 Summary    236 10  Terrain and Picking    237 Terrain Implementation    237 Adding Models    249 OpenGL ES Camera    253 Picking    258 Optimizing    267 Summary    274 11  Math Cheat Sheet    277 Overview    278 Decoding a Matrix    279 Quaternions    296 Surviving Graphics Math    297 Summary    301 12  Putting It All Together    303 Overview    304 Everything All the Time    306 Device Motion    323 Summary    325 Index    327


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Product Details
  • ISBN-13: 9780321741837
  • Publisher: Pearson Education (US)
  • Publisher Imprint: Addison-Wesley Educational Publishers Inc
  • Depth: 19
  • Height: 215 mm
  • No of Pages: 352
  • Series Title: Learning
  • Sub Title: A Hands-on Guide to Modern 3D Graphics Programming
  • Width: 170 mm
  • ISBN-10: 0321741838
  • Publisher Date: 16 Aug 2012
  • Binding: Paperback
  • Edition: 1
  • Language: English
  • Returnable: N
  • Spine Width: 18 mm
  • Weight: 550 gr


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