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Learning OpenGL ES for iOS: A Hands-on Guide to Modern 3D Graphics Programming Paperback – Jul 27 2012
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About the Author
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.
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Most Helpful Customer Reviews on Amazon.com (beta)
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.
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.
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.
Now I understand how effects of GLKit work, I can write my own effects to encapsulate old code.
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