Senin, 29 Juni 2015

** Ebook Free iPhone 3D Programming: Developing Graphical Applications with OpenGL ES, by Philip Rideout

Ebook Free iPhone 3D Programming: Developing Graphical Applications with OpenGL ES, by Philip Rideout

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iPhone 3D Programming: Developing Graphical Applications with OpenGL ES, by Philip Rideout

iPhone 3D Programming: Developing Graphical Applications with OpenGL ES, by Philip Rideout



iPhone 3D Programming: Developing Graphical Applications with OpenGL ES, by Philip Rideout

Ebook Free iPhone 3D Programming: Developing Graphical Applications with OpenGL ES, by Philip Rideout

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iPhone 3D Programming: Developing Graphical Applications with OpenGL ES, by Philip Rideout

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

  • Sales Rank: #1137296 in Books
  • Published on: 2010-05-24
  • Released on: 2010-05-21
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.19" h x 1.00" w x 7.00" l, 1.55 pounds
  • Binding: Paperback
  • 440 pages

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.

Most helpful customer reviews

32 of 38 people found the following review helpful.
Throws out the basics
By E. M. Maland
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.

19 of 22 people found the following review helpful.
Great book, projects work on iPad!
By SuperFreq
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.

30 of 37 people found the following review helpful.
Excellent intro to OpenGL, has little to do with iPhone, however!
By Laurent Daudelin
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.

See all 21 customer reviews...

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