CHAPTER 10: OpenGL ES 2, Shaders, and... (^339)
Figure 10-9. Reflection mapping the earth
For complicated objects such as the earth model, you would be better off using a more
simple cube map. The most basic ones typically would show a horizon, ground, and sky,
usually produced by different gradients.
Summary
In this final chapter, you learned a little about OpenGL ES 2, the programmable pipeline
version of ES; learned how and where shaders fit it in; and used them to add some extra
detail to the earth. (For extra credit, try porting the rest of the simulator to version 2.) The
final exercise used the OpenGL ES 2----exclusive GLKit effects objects to create a cube
map and a shiny earth, rounding out the GLKit introduction. I advise watching the
superb presentation of the GLKit by Apple from the 2011-WWDC. iTunes has all of the
talks online.