» » Ray Wenderlich - Beginning OpenGL ES and GLKit Objective-C

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21-05-2015, 16:38

Ray Wenderlich - Beginning OpenGL ES and GLKit Objective-C

Category: Tutorials

Ray Wenderlich - Beginning OpenGL ES and GLKit Objective-C
Ray Wenderlich - Beginning OpenGL ES and GLKit: Objective-C
English | MP4 + Project Files | 1280 x 720 | AVC ~784 kbps | 29.970 fps
AAC | 147 Kbps | 48.0 KHz | 2 channels | ~4 hours | + PDF Guides | 1.59 GB
Genre: Video Tutorial

The goal of this tutorial is to get you quickly up-to-speed with the basics of using OpenGL with GLKit, from the ground up, assuming you have no experience whatsoever. We will build a simple app from scratch that draws a simple cube to the screen and makes it rotate around. In the process, you'll learn the basics of using each of these new APIs. It should be a good introduction to GLKit, whether you've already used OpenGL in the past, or if you're a complete beginner!

The new set of APIs is collectively known as GLKit. It contains four main sections:

GLKView/GLKViewController. These classes abstract out much of the boilerplate code it used to take to set up a basic OpenGL ES project.

GLKEffects. These classes implement common shading behaviors used in OpenGL ES 1.0, to make transitioning to OpenGL ES 2.0 easier. They're also a handy way to get some basic lighting and texturing working.

GLMath. Prior to iOS 5, pretty much every game needed their own math library with common vector and matrix manipulation routines. Now with GLMath, most of the common math routines are there for you!

GLKTextureLoader. This class makes it much easier to load images as textures to be used in OpenGL. Rather than having to write a complicated method dealing with tons of different image formats, loading a texture is now a single method call!

Note that this tutorial slightly overlaps some of the other OpenGL ES 2.0 tutorials on this site. This tutorial does not assume you have read them first, but if you have you might want to skip over the sections you already know.




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