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

4.0 4.0 out of 5 stars 31 ratings

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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

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

  • Publisher ‏ : ‎ O'Reilly Media; 1st edition (June 22, 2010)
  • Language ‏ : ‎ English
  • Paperback ‏ : ‎ 438 pages
  • ISBN-10 ‏ : ‎ 0596804822
  • ISBN-13 ‏ : ‎ 978-9350230336
  • Item Weight ‏ : ‎ 1.56 pounds
  • Dimensions ‏ : ‎ 7 x 1 x 9.19 inches
  • Customer Reviews:
    4.0 4.0 out of 5 stars 31 ratings

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Customer reviews

4 out of 5 stars
31 global ratings

Top reviews from the United States

Reviewed in the United States on October 11, 2011
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.
6 people found this helpful
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Reviewed in the United States on March 18, 2011
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.
5 people found this helpful
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Reviewed in the United States on June 8, 2010
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.
6 people found this helpful
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Reviewed in the United States on May 16, 2011
After completed first chapter, I found that there are some detail key points are missing. It took me some time to figure it out. It is a good book if you have some experiment for iPhone game creation and you want your code to be c++ instead of objective c.
Reviewed in the United States on March 10, 2012
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. This book's examples are in C++, which is perfect because I plan to use mostly c++ in my iOS app's logic and graphics code. Objective-C programmers will probably be scared off by the use of C++ and STL in this book, but they shouldn't be. If you're writing games or any kind of cpu intensive program, C++ is a better choice than objective-C.

The only negative about this book is that it is now a few years old and therefore the text talks about an older version of xcode.
2 people found this helpful
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Top reviews from other countries

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Ramón
4.0 out of 5 stars Perfecto para iniciarse en OpenGL sobre IOS
Reviewed in Spain on March 20, 2014
Una guía muy útil para empezar, te enseña a resolver los mismos problemas tanto con OGL ES 1.0 como con 2.0, de hecho te enseña a programar simultáneamente con ambos, para que las apps sean compatibles.
Si ya conoces OpenGL pero quieres trabajar con Iphone, es una gran opción.
SerDan73
4.0 out of 5 stars un classico
Reviewed in Italy on February 20, 2013
bello, chiaro, forse il codice degli esempi é un po datato ma nel complesso risulta utile. La parte sulle pipeline programmabile é un po ostica ma del resto l'argomento non é dei piú semplici.
Morvillez Erwan
4.0 out of 5 stars Très bien pour commencer avec OpenGL ES
Reviewed in France on December 15, 2012
N'ayant aucune connaissance en OpenGL ES et voulant le découvrir sur iOS. Ce bouquin est celui qu'il vous faut pour comprendre les bases de la programmation 3D. Une étape nécessaire et très enrichissante.
G. Gray
5.0 out of 5 stars Great for a C++ programmer
Reviewed in the United Kingdom on January 18, 2011
Excellent book for a C/C++ programmer that's not too interested in learning Objective C and Cocoa. It starts by making an Objective C wrapper which is just enough to interface with iOS and pass along all the messages to the C++ backend for processing. Why should you do this? Portability. Approaching your game this way will enable you to port it much quicker and easier to Android, or even develop in tandem.

I've got a background in games development with OpenGL and DirectX so all the concepts were easy enough to understand, but I wouldn't recommend this to a beginner. I'd also suggest getting the Official Guide to OpenGL ES 2.0 to go with it as a complete reference to all OpenGL ES functions.
加納 裕
5.0 out of 5 stars OpenGL ESの1.1と2.0双方を学べます
Reviewed in Japan on April 29, 2011
本書の特筆すべき特徴は、OpenGL ES 1.1と2.0について書かれてあることです。同じ例題に対して、双方のソースコードが載っていますので、比較ができます。説明も、経験の豊富な著者らしく、わかりやすいものとなっています。

iPhone用とのことですが、Objective-Cの記述は最低限で、グラフィックス関連は、C++で書かれてあります。ここは評価の分かれるところかも知れません。

本書の問題ではありませんが、ES 2.0は、OpenGL 2.0がベースとなっていますので、現在のOpenGL 4.xとは互換性が薄れてきています。ちょっと残念ですね。