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Learning OpenGL ES for iOS: A Hands-on Guide to Modern 3D Graphics Programming
 
 

Learning OpenGL ES for iOS: A Hands-on Guide to Modern 3D Graphics Programming [Kindle Edition]

Erik Buck
4.5 von 5 Sternen  Alle Rezensionen anzeigen (2 Kundenrezensionen)

Kindle-Preis: EUR 16,58 Inkl. MwSt. und kostenloser drahtloser Lieferung über Amazon Whispernet

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Produktbeschreibungen

Kurzbeschreibung

Get Started Fast with Modern OpenGL ES Graphics Programming for iPhone, iPod touch, and iPad

 

OpenGL ES technology underlies the user interface and graphical capabilities of Apple’s iPhone, iPod touch, and iPad–as well as devices ranging from video-game consoles and aircraft-cockpit displays to non-Apple smartphones. In this friendly, thorough introduction, Erik M. Buck shows how to make the most of  Open GL ES in Apple’s iOS environment.

 

This highly anticipated title focuses on modern, efficient approaches that use the newest versions of  OpenGL ES, helping you avoid the irrelevant, obsolete, and misleading techniques that litter the Internet. Buck embraces Objective-C and Cocoa Touch, showing how to leverage Apple’s powerful, elegant GLKit framework to maximize your productivity, achieve tight platform integration, and deliver exceptionally polished apps.

 

If you’ve written C or C++ code and know  object-oriented programming basics, this title  brings together everything you need to fully  master OpenGL ES graphics for iOS–including  downloadable examples specifically designed to  jumpstart your own projects.

 

Coverage includes

 

• Understanding core OpenGL ES computer graphics concepts and iOS graphics architecture

• Integrating Cocoa Touch with OpenGL ES to leverage the power of Apple’s platform

• Creating textures from start to finish: opacity, blending, multi-texturing, and compression

• Simulating ambient, diffuse, and specular light

• Using transformations to render 3D geometric objects from any point of view

• Animating scenes by controlling time through application logic

• Partitioning data to draw expansive outdoor scenes with rolling terrain

• Detecting and handling user interaction with 3D geometry

• Implementing special effects ranging from skyboxes to particles and billboards

• Systematically optimizing graphics performance

• Understanding the essential linear algebra concepts used in computer graphics

• Designing and constructing a complete simulation that incorporates everything you’ve learned

Über den Autor und weitere Mitwirkende

Erik M. Buck is a serial entrepreneur and author. He co-wrote Cocoa Programming in 2003 and Cocoa Design Patterns in 2009. He founded his first company, EMB & Associates, Inc., in 1993 and built the company into a leader in the aerospace and entertainment software industries. Mr. Buck has also worked in construction, taught science to 8th graders, exhibited oil on canvas portraits, and developed alternative fuel vehicles. Mr. Buck sold his company in 2002 and took the opportunity to pursue other interests, including his latest startup, cosmicthump.com. Mr. Buck is an Adjunct Professor of Computer Science at Wright State University and teaches iOS programming courses. He received a BS in Computer Science from the University of Dayton in 1991.

Produktinformation

  • Format: Kindle Edition
  • Dateigröße: 21127 KB
  • Seitenzahl der Print-Ausgabe: 352 Seiten
  • Gleichzeitige Verwendung von Geräten: Bis zu 5 Geräte gleichzeitig, je nach vom Verlag festgelegter Grenze
  • Verlag: Addison-Wesley Professional; Auflage: 1 (31. Juli 2012)
  • Verkauf durch: Amazon Media EU S.à r.l.
  • Sprache: Englisch
  • ASIN: B008PE3YHY
  • Text-to-Speech (Vorlesemodus): Aktiviert
  • X-Ray:
  • Durchschnittliche Kundenbewertung: 4.5 von 5 Sternen  Alle Rezensionen anzeigen (2 Kundenrezensionen)
  • Amazon Bestseller-Rang: #170.142 Bezahlt in Kindle-Shop (Siehe Top 100 Bezahlt in Kindle-Shop)

  •  Ist der Verkauf dieses Produkts für Sie nicht akzeptabel?

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2 von 2 Kunden fanden die folgende Rezension hilfreich
Format:Taschenbuch
Zunächst einmal möchte ich folgendes über dieses Buch loswerden:
Wer ein wirklich aktuelles Buch sucht, wird hier bestens bedient. Alle Beispiele sind iOS 6 (und vermutlich auch iOS 7, da mitunter vorausschauend gearbeitet wurde) fähig und entsprechen aktuellem Standard.

Jetzt möchte ich Ihnen eventuell das Lesen der restlichen Rezension ersparen und schon mal vorab klären, für wen das Buch geeignet ist und für wen nicht:
Wer sich bereits mit iOS auskennt und Objective-C gut beherrscht sollte schon mal die passenden Voraussetzungen mitbringen. Wer jetzt tiefgehende OpenGL (ES) Erkenntnisse erwartet wird vermutlich nicht glücklich mit diesem Buch, da es einen sehr praktischen Ansatz verfolgt. Viele OpenGL (ES) Themen (z.B. Shader Language) werden entweder lange herausgezögert und nur am Rande behandelt oder gut versteckt. Das Buch setzt hauptsächlich auf das GLKit von Apple und erweitert dies bei Bedarf um die ein oder andere Klasse.
Kenntnisse über Grafikprogrammierung sind nicht von nöten, da der Autor alles bei Zeiten erklärt.

Zum Buch an sich:

Positives:
Wer einen schnellen Einstieg ins GLKit sucht: zugreifen. Das Buch klärt über wahnsinnig viele Themen in Bezug auf OpenGL ES auf: Sei es nun, wie man eine Skybox benutzt (Also quasi einen Würfel dessen Innenseiten eine Art Hintergrund darstellen - wer den Film "Die Truman Show" kennt, weiß vielleicht noch, wie Truman ans Ende des Studios kam, wo eine Leinwand den Himmel darstellt) oder Lichteffekte hinzufügt.
Lesen Sie weiter... ›
War diese Rezension für Sie hilfreich?
Von rob
Format:Taschenbuch|Verifizierter Kauf
... nachdem man das Base SDK umgestellt hat. Prima! . . . . . . . . . . .
War diese Rezension für Sie hilfreich?
Die hilfreichsten Kundenrezensionen auf Amazon.com (beta)
Amazon.com: 4.1 von 5 Sternen  22 Rezensionen
18 von 18 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen The only up to date IOS guide to 3d programming 11. September 2012
Von Michele - Veröffentlicht auf Amazon.com
Format:Taschenbuch
This is the only up to date book on iOS OpenGL ES2.0 I'm aware of, and I practically own every single textbook on the subject.
All other competing texts fail to treat GLKit and most modern additions to iOS programming libraries and unlike this book don't use ARC based code.
As the author states, this book does not contain obsolete code and gently guides the reader towards practical use of Open GL on iOS5.
It includes a Math Cheat sheet wich I strongly suggest beginners start reading before everything else, in order to make things easier.
This is not a math book and subject treatment is just a gentle introduction, this may not be enough for more advanced purposes.
This book is a very complete introduction to OpenGL ES2.0 and is very specific to iOS development.
It touches advanced topics as mesh importing, optimization, and skinning, but it is not nor aims at being complete and thorough treatment of advanced 3d graphics programming. It just places a beginner in the right direcation, and can also efficiently inform an advanced programmer of the newest iOS features about OpenGL programming.
It is a lot more modern than comparable texts, and explains GLKit workings, in this sense, it can serve as a good starting point for an individual aiming at becoming an advanced iOS programmer.
However, integrating high performance multitexturing invoving more than two textures will require shader programming, rather than the simple approach used in this book, there are far better ways to import efficiently 3d models in production code, and state of the art optimization of 3d code and shader fragments remains difficult.
This said, As the reader is given the ability to understand GlKit workings rather than just using it blindly, an advanced reader will have little difficulty extending the knowledge acquired from this text to more complex tasks.
Shader programming is just given a cursory view here, in depth understanding will require placing into iOS context (well treated here) information gathered elsewhere, eg. from the OpenGL Library textbooks, which will be definitely easier to read after this one.
In summary: an extremely good introduction and a refresher for advanced programmers, this is not a complete treatment of the subject matter, which require a small library, as can be expected.This book would be interesting for graphics gurus aiming at entering the iOS arena. It does not treat programming using obsolete approaches such as OpenGL 1.0, if you need to understand old code based on that approach, you will need a less recent book. Rather than a weakness, I consider abandoning any description of OpenGL 1.1 one of the strength's of this book.
7 von 7 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen Review 19. August 2012
Von John R - Veröffentlicht auf Amazon.com
Format:Taschenbuch
I was interested in this book mainly for expanding my iOS app development. I have a good amount of experience on OpenGL for desktops but haven't had the time to explore the OpenGL ES world.

As stated in the other reviews this does contain a good amount of dependences with GLKit which means you'll be programming for iOS 5+, if that isn't a problem then keep reading.

Throughout the book the author does a great job on commenting his code. He tells you exactly what each method does and what it returns. I found this very helpful while going through the book. His explanations and examples are easy to follow and provides a summary at the end of each chapter.
When a new GLKit method is used in most cases the method is explained in a "Deep Dive" section. For example "Deep Dive: How does GLKTextureLoading Work". I liked that it goes into detail for some of these methods instead of the reader interpreting that i'll just accept the magic behind what it does.

Overall I was satisfied. I enjoyed following the examples and learned a good amount. I would recommend it to someone looking for OpenGL and GLKit reading.
6 von 6 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen Better than expected - For iOS 5 and up 18. August 2012
Von Alan in Texas - Veröffentlicht auf Amazon.com
Format:Taschenbuch|Verifizierter Kauf
Yes, the book does rely on GLKit, so if you are targeting a version of iOS before 5.0, keep looking. Maybe the clue is the use of the word "Modern" in the title. It should also be noted that this is not a beginner's book. You will need to be familiar with iOS development.

I disagree with the reviews saying that the examples are too basic. In my opinion, they are broken down into small enough pieces to digest and then build upon. I like the examples, as most OpenGL books are not focused on iOS like this one. Sure there are a few OpenGL books that are for iOS, but this is the best book I've seen that covers OpenGL for iOS and my bookshelf is full of far less useful books. It will definitely help my project gain some momentum.

Happy coding!
2 von 2 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Another great one from Erik Buck 13. November 2013
Von A. Cheng - Veröffentlicht auf Amazon.com
Format:Taschenbuch|Verifizierter Kauf
Previously, I benefited enormously from Erik Buck's another book 'Cocoa Design Patterns'. The 'Patterns' book was so good and enjoyable to read that I immediately pre-ordered the OpenGL ES book when it was first announced by Amazon.com. Unfortunately, the project took much longer than expected to finish. And when it finally arrived, I was too busy on other things until recently I needed to learn about OpenGL ES. This book about how OpenGL operates is another great piece of work! The author demonstrates a consistent ability in laying out the complicated concepts in the clearest and most organized pattern. Erik Buck is such a disicpline writer whose responsible writing engages my full attention on almost every single sentence. I have learned to entrust my patience with his progressive explanation, one statement at a time, and one page at a time, and so forth, knowing for sure that the investment of my time with him would surely not be wasted. My experience with his two books are quite similar and surprisingly pleasant - in both occassions I simply could not put down the book. In a single read, I easily bind myself to four chapters in both cases. For those who are new and a novice in particular (like me, an amateur ios programmer for hobby), I would invite you to follow the book closely and don't skip. The book does not just throw in some code about OpenGL ES. It cares to convey the concept of OpenGL ES so that you could develop a deep understanding from the ground up. Similar to the Cocoa Design Patterns book, Mr. Buck demonstrates an admirable tendency to reverse engineer some classes just so to showcase how the underlying engine operates. Such an emphasis is very rare yet crucial for a fundamental understanding of the complicated subject. By encouraging the readers to learn the real stuff the right way, he also teaches us how to learn it with great pleasure. I had previously got several OpenGL books to approach the OpenGL subject, only to grow ever more hopeless. This book is different. OpenGL is a very complicated API and needs a lot of patience to learn. This book would not get me to the top level the next day, but after reading through four chapters in detail, I believe I am in the right stage to try another tackle with some solid confidence. Things that I did not understand before have emerged to be so much easier to handle now. I will update more once I get through other chapters. But so far, this has been so much fun!
2 von 2 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen code example on effects is very useful 8. Oktober 2012
Von Ming Zhong - Veröffentlicht auf Amazon.com
Format:Taschenbuch
Before read this book, I don't know how to fuse my OpenGL ES 2 code with GLKit framework.
Now I understand how effects of GLKit work, I can write my own effects to encapsulate old code.
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