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iPhone 3D Programming: Developing Graphical Applications with OpenGL ES 1st Edition

3.8 out of 5 stars 21 customer reviews
ISBN-13: 978-9350230336
ISBN-10: 0596804822
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  • iPhone 3D Programming: Developing Graphical Applications with OpenGL ES
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Editorial Reviews

About the Author

Philip Rideout has been a fanatic of real-time graphics programming for over a decade. He has held positions at several pioneering graphics companies, including Intergraph, 3Dlabs, and NVIDIA. Philip currently works at Medical Simulation Corporation in Denver, where he develops new ways to visualize the inside of the human body.

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Product Details

  • Paperback: 440 pages
  • Publisher: O'Reilly Media; 1 edition (May 24, 2010)
  • Language: English
  • ISBN-10: 0596804822
  • ISBN-13: 978-9350230336
  • Product Dimensions: 7 x 1 x 9.2 inches
  • Shipping Weight: 1.6 pounds (View shipping rates and policies)
  • Average Customer Review: 3.8 out of 5 stars  See all reviews (21 customer reviews)
  • Amazon Best Sellers Rank: #1,267,201 in Books (See Top 100 in Books)

Customer Reviews

Top Customer Reviews

Format: Paperback
The title 'iPhone 3D Programming' is misleading. This book is focused on cross-platform development in C++, which is cool but makes the title of the book incidental and mostly a marketing gimmick. Yes, you're using Xcode and running your apps on iOS devices, but the real goal is cross-platform development using OpenGL ES via a set of C++ classes.

It feels like the author basically had this work lying around and ported it to the iPhone, then wrote chapters to share with us.

Nowhere are the core frameworks reused or integrated with OpenGL in interesting or creative ways, and a lot of useful frameworks are tossed to the wayside in favor of wrapper C++ classes. It shows the author's inexperience with the platform.

The actual OpenGL meat is tasty here, but the iPhone integration is pointless and very novice.
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Format: Paperback
This book has the best description on how to get a project going on the iPhone that I have read so far. No nonsense straight and to the point to get you started and then gets you up to speed quickly with OpenGL ES. I wish I had this when I started making iPhone apps.

I like how the author's design takes advantage of portability using a C++ engine. This allows for a project to be ported to other platforms fairly easily. The example projects support all current forms of the iPhone (OpenGL 1.1 and 2.0) and I also have the demo projects working quite easily on the iPad by following the directions stated but with an iPad project instead of an iPhone project.

If you are looking to create a game or interactive application on the iPhone or the iPad, this is the book you want.
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Format: Paperback
I bought the book thinking it would help me jump start in OpenGL. It certainly does but not in the way I was expecting. Each new example in the book starts by removing all the generated resources that Xcode creates for you when you choose an OpenGL ES project! As a developer with over 20 years of Objective-C behind my belt, this is highly counter-intuitive. I want to write OpenGL apps on the iPhone, not write a portable renderer in C++. I'm not planning to port any app to any other platform anytime soon. So, in addition of learning OpenGL, I now have to become closely familiar with C++, which I don't have any desire to do. One step at a time, please!

So, if you're planning to write an OpenGL app that you want to port to multiple platforms, already know C++ quite a bit, and optionally want to have your app working on the iPhone, that book is for you. Otherwise, do like me and look somewhere else.
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Format: Kindle Edition Verified Purchase
This book is a FANTASTIC launching point for any IOS development whether you are using 3D or not.

The book assumes no (zero, zip, zilch) knowledge about objective C and explains everything clearly and concisely [I just love concise]. If you already know Objective C, you can skim, if you no nothing or have forgotten something (like I am constantly doing) the book's approach is great. Experts might complain that it spends time on basics, but I never see that as a valid complaint. I'm an expert and I can tell you that the more you review the basics, the better you'll become.

The book does cover BOTH OpenGLES 1.1 and 2.0, which they should advertise, because... well... that's kind of hugely important. I almost didn't buy this book because I assumed it only covered 1.1 . (hint-hint Amazon)

Another great thing about this book is that the author uses a design methodology where you use C++ heavily to allow for modularity and portability. This also means you get to program a bit in a sane programming language. (Ok that was a little crack at objective C, but lets face it, there is a huge reader base that isn't so crazy about Objective C [me among them])

The approach of the book is basically a walkthrough to develop a working application. It carefully guides you through the innumerable gotchas, booby-traps and land-mines that Apple lays before you. Most importantly, the cognitive effort required to understand the material is minimal because the book takes an applied as opposed to pedantic approach. I'm not sure about your brain cells, but my brain cells aren't so keen about having to absorb all the finer points of iOS allocation/retention protocols just to accomplish the simplest task. Fortunately this book just gets right to the point.

Summary: I can't say enough good things about this book.
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Format: Paperback Verified Purchase
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 Xcode system, apparently because an older compiler is targeted in the project files. But when the sample code is copied piecemeal into a new Xcode Project, using the latest and greatest settings, there are circular references that generate utterly obscure compiler or linker errors. The solution is found on the web, which I present here in the form that I am using in my code...

In the file GLView.h, make the following changes:
(1) comment out the import of the header file that is specific to the rendering engine or interface declarations (it'll be obvious which one that is, for each sample project)
(2) just below the imports, add the line
struct IRenderingEngine;
and as many others as the particular sample code requires (again, it'll be clear)
(3) put the term "struct" in front of the declaration of the IRenderingEngine ivar and as many others as the sample requires

In the file GLView.mm
(1) add an import of same header file that you commented out in GLView.h

That should get you going.
Best of luck out there.
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