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iPhone 3D Programming: Developing Graphical Applications with OpenGL ES |  | Author: Philip Rideout Publisher: O'Reilly Media Category: Book
List Price: $39.99 Buy New: $21.55 as of 9/9/2010 14:01 EDT details You Save: $18.44 (46%)
New (25) Used (12) from $19.30
Seller: sweethomeliquid2 Rating: 6 reviews Sales Rank: 83070
Media: Paperback Edition: 1 Pages: 448 Number Of Items: 1 Shipping Weight (lbs): 1.6 Dimensions (in): 9.1 x 7 x 1
ISBN: 0596804822 Dewey Decimal Number: 005.26 EAN: 9780596804824 ASIN: 0596804822
Publication Date: May 14, 2010 Availability: Usually ships in 1-2 business days
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Product Description
What does it take to build an iPhone app with stunning 3D graphics? This book will show you how to apply OpenGL graphics programming techniques to any device running the iPhone OS -- including the iPad and iPod Touch -- with no iPhone development or 3D graphics experience required. iPhone 3D Programming provides clear step-by-step instructions, as well as lots of practical advice, for using the iPhone SDK and OpenGL. You'll build several graphics programs -- progressing from simple to more complex examples -- that focus on lighting, textures, blending, augmented reality, optimization for performance and speed, and much more. All you need to get started is a solid understanding of C++ and a great idea for an app. - Learn fundamental graphics concepts, including transformation matrices, quaternions, and more
- Get set up for iPhone development with the Xcode environment
- Become familiar with versions 1.1 and 2.0 of the OpenGL ES API, and learn to use vertex buffer objects, lighting, texturing, and shaders
- Use the iPhone's touch screen, compass, and accelerometer to build interactivity into graphics applications
- Build iPhone graphics applications such as a 3D wireframe viewer, a simple augmented reality application, a spring system simulation, and more
This book received valuable community input through O'Reilly's Open Feedback Publishing System (OFPS). Learn more at http://labs.oreilly.com/ofps.html.
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| Customer Reviews:
Showing reviews 1-5 of 6
Exactly what i needed July 26, 2010 Pedro AF Ferreira Lourenco 1 out of 1 found this review helpful
No previous experience in iphone development, some experience in 3D.
How to join both of this worlds? You dont learn how to develop in iphone/objectiveC but have enough
to buid a 2D/3D application using opengl in top of the iphone interface.
Extremely Clever NON-iPhone Book July 15, 2010 L. Burns (Los Angeles CA) 2 out of 11 found this review helpful
This book has tons of examples that compile and run beautifully...save one KEY factor...the author appears to know very little about programming in Objective-C and writes nearly ALL THE EXAMPLES in pure C++. So unless you're planning on writing all your code in the verbose C++ and ignore the 22 years of smalltalk crafted benefits of Objective-C, this book isn't for you. In addition to writing nearly 98% of all the code in C++, he leans heavily on Python to smith font classes into bit arrays of glyph data; so yeah, it works, but my god, if O'Reilly were forced to name the book based on its contents, it would be called "How to avoid modern technology using C++ Python on the iPhone." I'm really surprised he missed the opportunity to show us how CS5 could compile an iPhone binary.
Bottom line, if you know Objective-C fluently, and you're just looking for good 3D examples that you'll have to cut and paste into your existing iPhone project, this is probably for you. If you're looking to learn how to program on the iPhone in 3D, let me suggest Beginning iPhone Game Development...the book with the avocado on the front.
Nice book June 8, 2010 Junlin Xu 3 out of 3 found this review helpful
This is the first book I bought on iPhone/iPad 3D graphics programming. The author did excellent job on presenting modern OpenGL ES programming in a clear way. The book contains lots of examples using both OpenGL ES 1.1 and 2.0 APIs. The first six chapters are very detailed in explaining the code. The last three chapters are faster paced but still contain good explanation on important portions of the code. I like the presentation of code that lists application side, shader side and how they are tied together. The author also explains very well how you would want to organize your code through interfaces. I run most of the examples on the iPhone emulator and they all worked! The reader should have a good understanding of C++ programming language in order to get most out of this book. Also, this is not a general iPhone programming book but rather a 3D programming book on iPhone/iPad.
The book could have broken some of the later chapters into multiple chapters, so a reader will not feel too overwhelmed by sheer amount of material.
"A good graphics programmer thinks like a politician and uses lies to her advantage." - A quote from the book.
Could be good if you already know C++ June 2, 2010 Padraig Kennedy 5 out of 18 found this review helpful
My complaint with this book is the author's apparent contempt for the de-facto language to program iPhone apps: Objective-C. This stopped me from getting far into this book, because I have enough new technologies to learn without throwing a new OO language into the mix. The use of C++ is justified in the name of portability, but I can't help but wonder if it's just because the author is more comfortable with it.
So if you care about portability (I don't) or are already comfortable with C++, ignore this review.
Edit: to be fair to the author, the description does mention the need for a solid understanding of C++. Added one star back.
Great book, projects work on iPad! May 24, 2010 SuperFreq (Denver, CO USA) 10 out of 10 found this review helpful
This book has the best description on how to get a project going on the iPhone that I have read so far. No nonsense straight and to the point to get you started and then gets you up to speed quickly with OpenGL ES. I wish I had this when I started making iPhone apps.
I like how the author's design takes advantage of portability using a C++ engine. This allows for a project to be ported to other platforms fairly easily. The example projects support all current forms of the iPhone (OpenGL 1.1 and 2.0) and I also have the demo projects working quite easily on the iPad by following the directions stated but with an iPad project instead of an iPhone project.
If you are looking to create a game or interactive application on the iPhone or the iPad, this is the book you want.
Showing reviews 1-5 of 6
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