Do you have a great idea for a graphics-intensive iPhone
application, but don't know how to bring it to life? This book
offers the perfect solution: a crash course on the OpenGL graphics
library with an overview of iPhone 3D development. Whether
you're an experienced OpenGL developer looking to build iPhone
apps for the first time, or an iPhone developer wanting to learn
sophisticated graphics, iPhone 3D Programming brings both of these
worlds together in one concise, easy-to-use guide.
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.
"Dieses Buch ist nicht für den Nachtisch geeignet, sondern für den Schreibtisch. Es bereitet Spaß, es neben den Laptop zu legen und die Listings nachzuvollziehen." - ix, 12/2010
"Dieses Buch ist nicht für den Nachtisch geeignet, sondern für den Schreibtisch. Es bereitet Spaß, es neben den Laptop zu legen und die Listings nachzuvollziehen." -- ix, 12/2010
Philip Rideout has years of professional experience with the OpenGL ES API at NVIDIA, where his primary duty has been developing tools for the API. Philip has over ten years of computer graphics experience, and has worked at several pioneering graphics companies, including Intergraph, 3DLabs, and NVIDIA.