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Transitioning to Apple Technology
A Brief History of OpenGL ES
Choosing the Appropriate Version of OpenGL
ES
Getting Started
HelloArrow with Fixed Function
HelloArrow with Shaders |
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The Assembly Line Metaphor
Assembling Primitives from Vertices
Associating Properties with Vertices
The Life of a Vertex
The Photography Metaphor
Saving and Restoring Transforms with Matrix
Stacks
Animation
Vector Beautification with C++
HelloCone with Fixed Function
HelloCone with Shaders |
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Reading the Touchscreen
Saving Memory with Vertex Indexing
Boosting Performance with Vertex Buffer Objects
Creating a Wireframe Viewer |
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Adding Depth and Realism
Examining the Depth Buffer
Creating and Using the Depth Buffer
Filling the Wireframe with Triangles
Surface Normals
Lighting Up
Shaders Demystified
Adding Shaders to ModelViewer
Better Wireframes Using Polygon Offset
Loading Geometry from OBJ Files |
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Adding Textures to ModelViewer
Texture Coordinates Revisited
Fight Aliasing with Filtering
Texture Formats and Types
Texture Compression with PVRTC
The PowerVR SDK and Low-Precision Textures
Generating and Transforming OpenGL Textures
with Quartz
Dealing with Size Constraints
Creating Textures with the Camera |
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Blending Recipe
Wrangle Premultiplied Alpha
Blending Caveats
Blending Extensions and Their Uses
Shifting Texture Color with Per-Vertex Color
Poor Man¡¯s Reflection with the Stencil Buffer
Stencil Alternatives for Older Æ»¹ûs
Anti-Aliasing Tricks with Offscreen FBOs
Rendering Anti-Aliased Lines with Textures
Holodeck Sample |
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Text Rendering 101: Drawing an FPS Counter
Simplify with glDrawTexOES
Crisper Text with Distance Fields
Animation with Sprite Sheets
Image Composition and a Taste of Multitexturing
Mixing OpenGL ES and UIKit
Rendering Confetti, Fireworks, and More: Point
Sprites
Finale: SpringyStars |
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Texture Environments under OpenGL ES 1.1
Bump Mapping and DOT3 Lighting
Reflections with Cube Maps
Anisotropic Filtering: Textures on Steroids
Image-Processing Example: Bloom |
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Instruments
Understand the CPU/GPU Split
Vertex Submission: Above and Beyond VBOs
Lighting Optimizations
Texturing Optimizations
Culling and Clipping
Shader Performance
Optimizing Animation with Vertex Skinning
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