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iPhone 3D Programming: Developing Graphical Applications with OpenGL ES 1st Edition
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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
- ISBN-100596804822
- ISBN-13978-9350230336
- Edition1st
- PublisherO'Reilly Media
- Publication dateJune 22, 2010
- LanguageEnglish
- Dimensions7 x 1 x 9.19 inches
- Print length438 pages
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- 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
- Best Sellers Rank: #5,261,735 in Books (See Top 100 in Books)
- #127 in OpenGL Software Programming
- #461 in Apple Programming
- #503 in Mac Hardware
- Customer Reviews:
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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.
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.
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.
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.
Top reviews from other countries
4.0 out of 5 stars Perfecto para iniciarse en OpenGL sobre IOS
Si ya conoces OpenGL pero quieres trabajar con Iphone, es una gran opción.
4.0 out of 5 stars un classico
4.0 out of 5 stars Très bien pour commencer avec OpenGL ES
5.0 out of 5 stars Great for a C++ programmer
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.
5.0 out of 5 stars OpenGL ESの1.1と2.0双方を学べます
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。





