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Learning OpenGL ES for iOS: A Hands-on Guide to Modern 3D Graphics Programming (Anglais) Broché – 6 août 2012
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Description du produit
Présentation de l'éditeur
Get Started Fast with Modern OpenGL ES Graphics Programming for iPhone, iPod touch, and iPad
OpenGL ES technology underlies the user interface and graphical capabilities of Apple’s iPhone, iPod touch, and iPad–as well as devices ranging from video-game consoles and aircraft-cockpit displays to non-Apple smartphones. In this friendly, thorough introduction, Erik M. Buck shows how to make the most of Open GL ES in Apple’s iOS environment.
This highly anticipated title focuses on modern, efficient approaches that use the newest versions of OpenGL ES, helping you avoid the irrelevant, obsolete, and misleading techniques that litter the Internet. Buck embraces Objective-C and Cocoa Touch, showing how to leverage Apple’s powerful, elegant GLKit framework to maximize your productivity, achieve tight platform integration, and deliver exceptionally polished apps.
If you’ve written C or C++ code and know object-oriented programming basics, this title brings together everything you need to fully master OpenGL ES graphics for iOS–including downloadable examples specifically designed to jumpstart your own projects.
• Understanding core OpenGL ES computer graphics concepts and iOS graphics architecture
• Integrating Cocoa Touch with OpenGL ES to leverage the power of Apple’s platform
• Creating textures from start to finish: opacity, blending, multi-texturing, and compression
• Simulating ambient, diffuse, and specular light
• Using transformations to render 3D geometric objects from any point of view
• Animating scenes by controlling time through application logic
• Partitioning data to draw expansive outdoor scenes with rolling terrain
• Detecting and handling user interaction with 3D geometry
• Implementing special effects ranging from skyboxes to particles and billboards
• Systematically optimizing graphics performance
• Understanding the essential linear algebra concepts used in computer graphics
• Designing and constructing a complete simulation that incorporates everything you’ve learned
Biographie de l'auteur
Erik M. Buck is a serial entrepreneur and author. He co-wrote Cocoa Programming in 2003 and Cocoa Design Patterns in 2009. He founded his first company, EMB & Associates, Inc., in 1993 and built the company into a leader in the aerospace and entertainment software industries. Mr. Buck has also worked in construction, taught science to 8th graders, exhibited oil on canvas portraits, and developed alternative fuel vehicles. Mr. Buck sold his company in 2002 and took the opportunity to pursue other interests, including his latest startup, cosmicthump.com. Mr. Buck is an Adjunct Professor of Computer Science at Wright State University and teaches iOS programming courses. He received a BS in Computer Science from the University of Dayton in 1991.
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Commentaires client les plus utiles sur Amazon.com
I disagree with the reviews saying that the examples are too basic. In my opinion, they are broken down into small enough pieces to digest and then build upon. I like the examples, as most OpenGL books are not focused on iOS like this one. Sure there are a few OpenGL books that are for iOS, but this is the best book I've seen that covers OpenGL for iOS and my bookshelf is full of far less useful books. It will definitely help my project gain some momentum.
One benefit of him wrapping all the functionality in his own classes is that you can get an understanding of how you might want to build your own convenience wrappers as his wrapper classes are well done. It's just that he spends too much time explaining the wrappers and not enough on the guts of GLKit and OpenGL, and it took me too much mental overhead to parse through his code at the same time I was learning the core concepts I was after.
I also tend to agree with other reviewers who said that the book focuses more on GLKit and less on OpenGL. I also found that I had to frequently research the OpenGL calls he mentions b/c he sometimes wouldn't spend enough time explaining the OpenGL call. Also, I find myself getting lost in the forest of OpenGL in that he keeps mentioning different types of buffers and it's hard to know which buffer goes where and how it fits into the big picture, as well as how the data is flowing through the OpenGL pipeline.
All that to say, this is a very practical approach to OpenGL and GLKit and his exercises are well built and functional. His progression of topics is quite good. His writing style flows well and is friendly and accessible to read (unlike many CS-related books out there, thankfully).
I had some traditional pipeline OpenGL experience prior to reading the book, but was having trouble building any momentum with OpenGL ES as the two API libraries are very different and I had minimal experience with iOS. This book provides great walkthroughs and working code that leverages the helper frameworks provided by Apple. Before using the book I had been idly hacking at some personal projects without much progress, but once I sat down with this book it all came together and I can finally work with OpenGL ES on iOS about as well as I could already use OpenGL
Plus there are chapters on special effects and optimization that I skimmed but have not reached yet. I'm thinking by the time I'm done I'll know more tricks with OpenGL ES on iOS than I currently know how to do in OpenGL.
It's already been worth the investment.
I was a bit disappointed when the intro text in a way was written twice, the latter slightly more detailed then the former. However, that was only for the intro. Since then, all writing has been excellent. The level of detail is perfect; all concepts are neatly, briefly and logically explained.
I'll update this review when I finish reading the book. But so far, I highly recommend this book.