Pro OpenGL ES for iOS

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...

Descripción completa

Detalles Bibliográficos
Autor principal: Smithwick, R. Michael (-)
Formato: Libro electrónico
Idioma:Inglés
Publicado: New York : Apress 2011.
Edición:1st ed. 2011.
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628354506719
Tabla de Contenidos:
  • Title Page; Copyright Page; Contents at a Glance; Table of Contents; About the Author; About the Technical Reviewer; Acknowledgments; Introduction; Chapter 1: Computer Graphics: FromThen 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; QuickDraw 3D; OGRE; OpenSceneGraph; Unity3D; And Still Others; Back to the Waltz of the Two Cubes; A Closer Look; Showing the Scene; Tweak and Tweak Some More; What About the Shaders?
  • OpenGL ArchitectureSummary; Chapter 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; Chapter 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; Defining the Frustum; Taking 'er Out for a Spin; Tweaking the Values
  • Clipping RegionsField of View; Face Culling; Building a Solar System; Summary; Chapter 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; Specular Lighting; Ambient Lighting; Taking a Step Back; Emissive Materials; Attenuation; Spotlights; Light Parameters in Play; The Math Behind Shading; Specular Reflections; Attenuation; Summing It All Up; What's This All For?; More Fun Stuff; Back to the Solar System; Summary; Chapter 5: Textures; The Language of Texturing; All About Textures (Mostly)
  • Image TexturesOpenGL ES and Textures; Image Formats; Back to the Bouncy Square One; Mipmaps; Filtering; OpenGL Extensions and PVRTC Compression; More Solar System Goodness; Summary; Chapter 6: Will It Blend?; Alpha Blending; Blending Functions; Multicolor Blending; Texture Blending; Multitexturing; Mapping with Bumps; Summary; Chapter 7: Well-Rendered Miscellany; Frame Buffer Objects; Hedley Buffer Objects; Sun Buffer Objects; Lens Flare; Stencils Reflective Surfaces; Coming of the Shadows; Shadow Mapping; Shadow Volumes; Blob Shadows; Projection Shadows; Summary
  • Chapter 8: Putting It All TogetherBut 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 Ul; Summary; Chapter 9: Performance 'n' Stuff; Vertex Buffer Objects; Interleaved Data; Batching; Textures; Sprite Sheets; Texture Uploads; Mipmaps; Fewer Colors; Other Tips to Remember; OpenGL Analyzer; Record/Stop; Instrument Inspector; Target Selector; Track Display; Extended Detail; Additional Context-Sensitive Settings; Detailed Pane; Summary; Chapter 10: OpenGL ES 2, Shaders, and...
  • Shaded Pipelines