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IPhone 3D programming : developing graphical applications with OpenGL ES /

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...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Rideout, Philip
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Sebastopol, Calif. : O'Reilly, ©2010.
Edición:1st ed.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)
Tabla de Contenidos:
  • Table of Contents; Foreword; Preface; How to Read This Book; Conventions Used in This Book; Using Code Examples; Safari® Books Online; How to Contact Us; Acknowledgments; Chapter 1. Quick-Start Guide; Transitioning to Apple Technology; Objective-C; A Brief History of OpenGL ES; Choosing the Appropriate Version of OpenGL ES; Getting Started; Installing the iPhone SDK; Building the OpenGL Template Application with Xcode; Deploying to Your Real iPhone; HelloArrow with Fixed Function; Layering Your 3D Application; Starting from Scratch; Linking in the OpenGL and Quartz Libraries.
  • Subclassing UIViewHooking Up the Application Delegate; Setting Up the Icons and Launch Image; Dealing with the Status Bar; Defining and Consuming the Rendering Engine Interface; Implementing the Rendering Engine; Handling Device Orientation; Animating the Rotation; HelloArrow with Shaders; Shaders; Frameworks; GLView; RenderingEngine Implementation; Wrapping Up; Chapter 2. Math and Metaphors; The Assembly Line Metaphor; Assembling Primitives from Vertices; Associating Properties with Vertices; The Life of a Vertex; The Photography Metaphor; Setting the Model Matrix; Scale; Translation.
  • RotationSetting the View Transform; Setting the Projection Transform; Saving and Restoring Transforms with Matrix Stacks; Animation; Interpolation Techniques; Animating Rotation with Quaternions; Vector Beautification with C++; HelloCone with Fixed Function; RenderingEngine Declaration; OpenGL Initialization and Cone Tessellation; Smooth Rotation in Three Dimensions; Render Method; HelloCone with Shaders; Wrapping Up; Chapter 3. Vertices and Touch Points; Reading the Touchscreen; Saving Memory with Vertex Indexing; Boosting Performance with Vertex Buffer Objects; Creating a Wireframe Viewer.
  • Parametric Surfaces for FunDesigning the Interfaces; Handling Trackball Rotation; Implementing the Rendering Engine; Poor Man's Tab Bar; Animating the Transition; Wrapping Up; Chapter 4. Adding Depth and Realism; Examining the Depth Buffer; Beware the Scourge of Depth Artifacts; Creating and Using the Depth Buffer; Filling the Wireframe with Triangles; Surface Normals; Feeding OpenGL with Normals; The Math Behind Normals; Normal Transforms Aren't Normal; Generating Normals from Parametric Surfaces; Lighting Up; Ho-Hum Ambiance; Matte Paint with Diffuse Lighting; Give It a Shine with Specular.
  • Adding Light to ModelViewerUsing Light Properties; Shaders Demystified; Adding Shaders to ModelViewer; New Rendering Engine; Per-Pixel Lighting; Toon Shading; Better Wireframes Using Polygon Offset; Loading Geometry from OBJ Files; Managing Resource Files; Implementing ISurface; Wrapping Up; Chapter 5. Textures and Image Capture; Adding Textures to ModelViewer; Enhancing IResourceManager; Generating Texture Coordinates; Enabling Textures with ES1::RenderingEngine; Enabling Textures with ES2::RenderingEngine; Texture Coordinates Revisited; Fight Aliasing with Filtering.