( ebook ) iPhone 3D Programming: Developing Graphical Applications with OpenGL ES By Philip Rideout

read & download iPhone 3D Programming: Developing Graphical Applications with OpenGL ES

Ment with the Xcode environmentBecome familiar with versions 11 and 20 of the OpenGL ES API and learn to use vertex buffer objects lighting texturing and shadersUse the iPhone's touch screen compass and accelerometer to build interactivity into graphics applicationsBuild iPhone graphics applications such as a 3D wireframe viewer a simple augmented reality application a spring system simulation a. The book provides tutorials for creating a few simple OpenGL ES apps for ios Strangely the bulk of the sample code is in C rather than objective C so it can t be considered as doing things the Apple wayThe book has too little description of the open gl primitives used in the code and too much discussion of other matters such as using C for vector maths and other less relevent parts of the sample code

summary Ú E-book, or Kindle E-pub ✓ Philip Rideout

 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 techniues to any device running the iPhone OS including the iPad and iPod Touch with no iPhone development or 3D graphics experience reuired iPhone 3D Programming provides clear step by step instructions as well as lots of practical advice for using the iPhone SDK a. This is the first book I bought on iPhoneiPad 3D graphics programming The author did excellent job on presenting modern OpenGL ES programming in a clear way The book contains lots of examples using both OpenGL ES 11 and 20 APIs The first six chapters are very detailed in explaining the code The last three chapters are faster paced but still contain good explanation on important portions of the code I like the presentation of code that lists application side shader side and how they are tied together The author also explains very well how you would want to organize your code through interfaces I run most of the examples on the iPhone emulator and they all worked The reader should have a good understanding of C programming language in order to get most out of this book Also this is not a general iPhone programming book but rather a 3D programming book on iPhoneiPadThe book could have broken some of the later chapters into multiple chapters so a reader will not feel too overwhelmed by sheer amount of materialA good graphics programmer thinks like a politician and uses lies to her advantage A uote from the book

Philip Rideout ✓ 9 review

Nd OpenGLYou'll build several graphics programs progressing from simple to complex examples that focus on lighting textures blending augmented reality optimization for performance and speed and much All you need to get started is a solid understanding of C and a great idea for an appLearn fundamental graphics concepts including transformation matrices uaternions and Get set up for iPhone develop. I m a six year OpenGLC guy including two years of iPhone dev and I m still learning new things from this bookThis book is a bit rote even for an Oreilly text So it may not be the book for you if you like Dummies books But it covers just about everything you need to know to develop 3D applications on iOSMuch of the knowledge can also be ported to other mobile platforms which is one of the best incentives for adopting OpenGL for your application


9 thoughts on “ iPhone 3D Programming: Developing Graphical Applications with OpenGL ES

  1. says:

    This book is exactly what I was looking for. I needed a book that explained the exact opengl es 2.0 api that is used in iOS. This book's examples are in C++, which is perfect because I plan to use mostly c++ in my iOS app's logic and graphics code. Objective C programmers will probably be scared off by the use of C++ and STL in this book, but they shouldn't be. If you're writing games or any kind of cpu inten

  2. says:

    The book is a goldmine of information, but it is a struggle for the newbie. Going in I had plenty of C++ experience but no OpenGL experience, and I found the text obscure in places. But applying effort to the study seems to get me through all the problems so far.

    The one notable exception is a problem wherein whole sample code projects (downloaded from the author's website) compile fine under the latest Apple Xcod

  3. says:

    This is the first book I bought on iPhone/iPad 3D graphics programming. The author did excellent job on presenting modern OpenGL ES programming in a clear way. The book contains lots of examples using both OpenGL ES 1.1 and 2.0 APIs. The first six chapters are very detailed in explaining the code. The last three chapters are faster paced but still contain good explanation on important portions of the code. I li

  4. says:

    I'm a six year OpenGL/C++ guy, including two years of iPhone dev, and I'm still learning new things from this book.

    This book is a bit rote, even for an Oreilly text. So it may not be the book for you if you

  5. says:

    This book is a FANTASTIC launching point for any IOS development whether you are using 3D or not.

    The book assumes no

  6. says:

    This book was written pre GLKit, so teaches many techniques that are hard to find now. The level of understanding given and the range of information is great. If I had to give up all my graphics books but one, this would b

  7. says:

    Excellent book for a C/C++ programmer that's not too interested in learning Objective C and Cocoa. It starts by making an Objective C wrapper which is just enough to interface with iOS and pass along all the messag

  8. says:

    Familiarity with multi dimension Matrix and vector maths are required to understand the first third of the book along with a solid understanding of advance C++ syntax such as templates. Since the book relies heavily on au

  9. says:

    The book provides tutorials for creating a few simple OpenGL ES apps for ios. Strangely the bulk of the sample code is in C++ rather than objective C, so it can't be considered as doing things the Apple way.
    The book has too little description of the open gl primitives used in the code and too much discussion of other matters such as using C++ for vector maths, and other less relevent parts of the sample code.