Book Description

In Pro OpenGL ES for iOS, you'll find out how to harness the full power of OpenGL ES, and design your own 3D applications by building a fully-functional 3D solar system model using Open GL ES!

OpenGL has set the standard for 3D computer graphics, and is an essential aspect of iPhone, iPad, and iOS development. This book offers everything you need to know, from basic mathematical concepts to advanced coding techniques. You'll learn by building this fascinating 3D solar system simulator!

After introducing OpenGL ES, Pro OpenGL ES for iOS explains the basics of 3D math and then orients you to the iOS-native 3D libraries you'll be using in your own 3D games and the solar system project you'll build using this book. Through the solar system example project, you'll learn how to incorporate a variety of graphic and animation techniques into your applications. You will also discover how the full spectrum of 3D development that awaits, with topics such as lighting, texture-mapping, modeling, shaders, blending modes, and several more advanced concepts.

By the time you finish Pro OpenGL ES for iOS, you'll have learned all the skills you'll need to build your own incredible 3D applications, based on one of the most powerful 3D libraries available.

What you'll learn

The basics of 3D mathematics, and how they are applied in the OpenGL library

How to design and build your 3D worlds

To create 2D interfaces within the 3D world

To develop animation and 3D movement

How to implement 3D shading, coloring, and texturing

The differences between OpenGL and other 3D toolkits

To build a fully-functional 3D solar system simulator using OpenGL ES

Who this book is for

Experienced iOS programmers who want to enter the 3D world of OpenGL ES programming.

Table of Contents

  1. Title
  2. Dedication
  3. Contents at a Glance
  4. Contents
  5. About the Author
  6. About the Technical Reviewer
  7. Acknowledgments
  8. Introduction
  9. Chapter 1: Computer Graphics: From Then to Now
    1. Your First OpenGL ES Program
    2. A Spotty History of Computer Graphics
    3. The Dawn of Computer Graphics
    4. Toolkits
    5. Back to the Waltz of the Two Cubes
    6. OpenGL Architecture
    7. Summary
  10. Chapter 2: All That Math Jazz
    1. 2D Transformations
    2. 3D Transformations
    3. Summary
  11. Chapter 3: Building a 3D World
    1. A Little More Theory
    2. Back to the Fun Stuff: A Simpler Demo
    3. Going Beyond the Bouncy Square
    4. Building a Solar System
    5. Summary
  12. Chapter 4: Turning On the Lights
    1. The Story of Light and Color
    2. Let There Be Light
    3. Back to the Fun Stuff (for a While)
    4. More Fun Stuff
    5. Back to the Solar System
    6. Summary
  13. Chapter 5: Textures
    1. The Language of Texturing
    2. Back to the Bouncy Square One
    3. More Solar System Goodness
    4. Summary
  14. Chapter 6: Will It Blend?
    1. Alpha Blending
    2. Texture Blending
    3. Summary
  15. Chapter 7: Well-Rendered Miscellany
    1. Frame Buffer Objects
    2. Summary
  16. Chapter 8: Putting It All Together
    1. But What About a Retina Display?
    2. Revisiting the Solar System
    3. Summary
  17. Chapter 9: Performance 'n' Stuff
    1. Vertex Buffer Objects
    2. Textures
    3. OpenGL Analyzer
    4. Summary
  18. Chapter 10: OpenGL ES 2, Shaders, and…
    1. Shaded Pipelines
    2. Back to the Spinning Cubes
    3. Earth at Night
    4. More Fun and Games with GLKit
    5. Summary
  19. Index