Pro OpenGL ES for iOS

(singke) #1
■ CONTENTS

vii


More Solar System Goodness ............................................................................................................................. 159
Summary ............................................................................................................................................................ 166

■Chapter 6: Will It Blend? .............................................................................. 167
Alpha Blending ................................................................................................................................................... 167
Blending Functions ........................................................................................................................................ 171
Multicolor Blending........................................................................................................................................ 178
Texture Blending ................................................................................................................................................ 180
Multitexturing ................................................................................................................................................ 184
Mapping with Bumps ..................................................................................................................................... 191
Summary ............................................................................................................................................................ 200


■Chapter 7: Well-Rendered Miscellany .......................................................... 201
Frame Buffer Objects .......................................................................................................................................... 201
Lens Flare ...................................................................................................................................................... 210
Stencils Reflective Surfaces .......................................................................................................................... 218
Coming of the Shadows ................................................................................................................................. 226
Summary ............................................................................................................................................................ 244


■Chapter 8: Putting It All Together ................................................................ 245
But What About a Retina Display? ...................................................................................................................... 245
Revisiting the Solar System ................................................................................................................................ 246
What Are These Quaternion Things Anyway? ................................................................................................ 248
Moving Things in 3D ...................................................................................................................................... 249
Adding Some Flare ........................................................................................................................................ 259
Seeing Stars .................................................................................................................................................. 271
Adding a UI .................................................................................................................................................... 285
Summary ............................................................................................................................................................ 287


■Chapter 9: Performance ’n’ Stuff ................................................................. 289
Vertex Buffer Objects .......................................................................................................................................... 289
Interleaved Data ............................................................................................................................................ 295
Batching ........................................................................................................................................................ 295
Textures .............................................................................................................................................................. 296
Sprite Sheets ................................................................................................................................................. 296
Texture Uploads ............................................................................................................................................. 297
Mipmaps ........................................................................................................................................................ 297
Fewer Colors.................................................................................................................................................. 297
Other Tips to Remember ................................................................................................................................ 298
OpenGL Analyzer ................................................................................................................................................ 299
Summary ............................................................................................................................................................ 306


■Chapter 10: OpenGL ES 2, Shaders, and... ................................................... 307
Shaded Pipelines ................................................................................................................................................ 308
Back to Where We Started ............................................................................................................................. 308
Shader Structure ........................................................................................................................................... 309
Restrictions .................................................................................................................................................... 310

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