Pro OpenGL ES for iOS

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288 CHAPTER 8: Putting It All Together^


However, we did add lens flare, point and line objects, made the application support
high-res Retina displays, and covered full-screen anti-aliasing and the mixing of both
OpenGL views and standard iOS controls.
In the next chapter, we’ll look into optimization tricks and using Apple’s own tools to find
bottlenecks in OpenGL ES applications.
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