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iPhone 3D Programming: Developing Graphical Applications with OpenGL ES [Paperback]

Philip Rideout
3.6 out of 5 stars  See all reviews (19 customer reviews)

List Price: $39.99
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Book Description

May 21, 2010

What does it take to build an iPhone app with stunning 3D graphics? This book will show you how to apply OpenGL graphics programming techniques to any device running the iPhone OS -- including the iPad and iPod Touch -- with no iPhone development or 3D graphics experience required. iPhone 3D Programming provides clear step-by-step instructions, as well as lots of practical advice, for using the iPhone SDK and OpenGL.

You'll build several graphics programs -- progressing from simple to more complex examples -- that focus on lighting, textures, blending, augmented reality, optimization for performance and speed, and much more. All you need to get started is a solid understanding of C++ and a great idea for an app.

  • Learn fundamental graphics concepts, including transformation matrices, quaternions, and more
  • Get set up for iPhone development with the Xcode environment
  • Become familiar with versions 1.1 and 2.0 of the OpenGL ES API, and learn to use vertex buffer objects, lighting, texturing, and shaders
  • Use the iPhone's touch screen, compass, and accelerometer to build interactivity into graphics applications
  • Build iPhone graphics applications such as a 3D wireframe viewer, a simple augmented reality application, a spring system simulation, and more

This book received valuable community input through O'Reilly's Open Feedback Publishing System (OFPS). Learn more at http://labs.oreilly.com/ofps.html.


Frequently Bought Together

iPhone 3D Programming: Developing Graphical Applications with OpenGL ES + OpenGL ES 2.0 Programming Guide + Learning OpenGL ES for iOS: A Hands-on Guide to Modern 3D Graphics Programming
Price for all three: $97.55

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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.


Product Details

  • Paperback: 440 pages
  • Publisher: O'Reilly Media; 1 edition (May 21, 2010)
  • Language: English
  • ISBN-10: 0596804822
  • ISBN-13: 978-0596804824
  • Product Dimensions: 1 x 7 x 9 inches
  • Shipping Weight: 1.6 pounds (View shipping rates and policies)
  • Average Customer Review: 3.6 out of 5 stars  See all reviews (19 customer reviews)
  • Amazon Best Sellers Rank: #193,826 in Books (See Top 100 in Books)

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Customer Reviews

Most Helpful Customer Reviews
18 of 20 people found the following review helpful
5.0 out of 5 stars Great book, projects work on iPad! May 24, 2010
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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25 of 30 people found the following review helpful
2.0 out of 5 stars Throws out the basics April 17, 2011
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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28 of 35 people found the following review helpful
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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4 of 4 people found the following review helpful
5.0 out of 5 stars Must have for ANY iOS development October 11, 2011
Format:Kindle Edition|Amazon 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.
... Read more ›
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5 of 6 people found the following review helpful
5.0 out of 5 stars Nice book June 8, 2010
Format:Paperback|Amazon Verified Purchase
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 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 iPhone/iPad.

The book could have broken some of the later chapters into multiple chapters, so a reader will not feel too overwhelmed by sheer amount of material.

"A good graphics programmer thinks like a politician and uses lies to her advantage." - A quote from the book.
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Most Recent Customer Reviews
3.0 out of 5 stars An excellent start once you study the book's error site
There is some great and well-rounded graphics programming content in this book, but it also has several significant errors in formulas that will bring your learning to a grinding... Read more
Published 3 months ago by Learner
5.0 out of 5 stars Valuable information on ES1 and ES2
- Lot of valuable information about 3D programming on iOS
- Starts a project from a scratch (HUGE THANKS, this way you will know exactly what is going on)
- using OpenGL... Read more
Published 7 months ago by Robert G
5.0 out of 5 stars Greatest book on iPhone Game Development
This is simply the best book on iPhone game programming i've ever seen. This is not an ordinary book on this topic. Read more
Published 7 months ago by StiX
5.0 out of 5 stars Great book
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. Read more
Published 15 months ago by Hans
1.0 out of 5 stars Totally outdated
Maybe a long time ago (maybe not so long) this was a very useful book. But right now, when trying to learn from it using xcode 4. Read more
Published 18 months ago by Oscar
1.0 out of 5 stars Worthless IMO
This book is pretty worthless when the first code project won't even compile. Hours wasted reading and painstakingly coding through the first 20 some odd pages and even more hours... Read more
Published 22 months ago by jbplaya
3.0 out of 5 stars Good but not for the beginner
After completed first chapter, I found that there are some detail key points are missing. It took me some time to figure it out. Read more
Published on May 16, 2011 by W. Chen
2.0 out of 5 stars Most people should look somewhere else
This might be a good book if you're looking to spew out a quick and dirty port of existing code to the iOS. Read more
Published on April 26, 2011 by I am the Torus
4.0 out of 5 stars Bug Fix
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... Read more
Published on March 18, 2011 by Michael G. Roberts
5.0 out of 5 stars Very good book for iPhone 3D programming
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. Read more
Published on March 15, 2011 by cometlinear
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