Contents


imagesAbout the Author

imagesAbout the Technical Reviewer

imagesAcknowledgments

imagesIntroduction

imagesChapter 1: Computer Graphics: From Then to Now

Your First OpenGL ES Program

A Spotty History of Computer Graphics

3D in Hollywood

The Dawn of Computer Graphics

MIT

University of Utah

Coming of Age in Hollywood

Toolkits

OpenGL

Direct3D

The Other Guys

Back to the Waltz of the Two Cubes

A Closer Look

OpenGL Architecture

Summary

imagesChapter 2: All That Math Jazz

2D Transformations

Translations

Rotations

Scaling

3D Transformations

Picture This: Projecting the Object onto the Screen

Now Do it Backward and in High Heels

What About Quaternions?

GLKit and iOS5

Summary

imagesChapter 3: Building a 3D World

A Little More Theory

OpenGL Coordinates

Eye Coordinates

Viewing Frustum and the Projection Matrix

Back to the Fun Stuff: A Simpler Demo

Going Beyond the Bouncy Square

Adding the Geometry

Stitching It All Together

Building a Solar System

Summary

imagesChapter 4: Turning On the Lights

The Story of Light and Color

Let There Be Light

Back to the Fun Stuff (for a While)

Fun with Light and Materials

The Math Behind Shading

Specular Reflections

More Fun Stuff

Back to the Solar System

Summary

imagesChapter 5: Textures

The Language of Texturing

All About Textures (Mostly)

Image Textures

OpenGL ES and Textures

Image Formats

Back to the Bouncy Square One

Mipmaps

Filtering

OpenGL Extensions and PVRTC Compression

More Solar System Goodness

Summary

imagesChapter 6: Will It Blend?

Alpha Blending

Blending Functions

Multicolor Blending

Texture Blending

Multitexturing

Mapping with Bumps

Summary

imagesChapter 7: Well-Rendered Miscellany

Frame Buffer Objects

Lens Flare

Stencils Reflective Surfaces

Coming of the Shadows

Summary

imagesChapter 8: Putting It All Together

But What About a Retina Display?

Revisiting the Solar System

What Are These Quaternion Things Anyway?

Moving Things in 3D

Adding Some Flare

Seeing Stars

Adding a UI

Summary

imagesChapter 9: Performance 'n' Stuff

Vertex Buffer Objects

Interleaved Data

Batching

Textures

Sprite Sheets

Texture Uploads

Mipmaps

Fewer Colors

Other Tips to Remember

OpenGL Analyzer

Summary

imagesChapter 10: OpenGL ES 2, Shaders, and…

Shaded Pipelines

Back to Where We Started

Shader Structure

Restrictions

Back to the Spinning Cubes

Earth at Night

But What About Specular Reflections?

Bring in the Clouds

More Fun and Games with GLKit

GLKEffects

GLKReflectionMap

Summary

imagesIndex

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