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Transitioning to Apple Technology
A Brief History of OpenGL ES
Choosing the Appropriate Version of OpenGL ES
Getting Started
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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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Saving Memory with Vertex Indexing
Boosting Performance with Vertex Buffer Objects
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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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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
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Crisper Text with Distance Fields
Animation with Sprite Sheets
Image Composition and a Taste of Multitexturing
Mixing OpenGL ES and UIKit
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Image-Processing Example: Bloom
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Lighting Optimizations
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Shader Performance
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