基于iOS的OpenGL ES编程 [英] iOS based OpenGL ES programming

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本文介绍了基于iOS的OpenGL ES编程的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我需要为iPhone学习openGL ES找到资源。

I need to find resources for learning openGL ES for the iPhone.

我已经看过Brad Larson的精彩视频了,我正在从苹果下载高级视频现在。

I've already watched Brad Larson's awesome videos and I'm downloading the advanced videos from apple now.

我对iOS编程了解很多,但对OpenGL一无所知,所以不要假设我已经知道openGL的资源。

I know a lot about iOS programming but am clueless on OpenGL, so resources that don't assume I already know openGL.

我想学习大部分OpenGL功能,但我的主要目标是能够根据触摸位置操作图像。更具体地说,我想创建一个跟随用户手指的水波纹效果。

I want to learn a majority of the OpenGL capabilities, but my major goal is to be able to manipulate an image based on the touch locations. More specifically I want to create a water ripple effect that follows the users finger.

我知道StackFlow上有许多方程式可以实现这一点,但在找到如何使用它们时我迷失了方向。

I know there are many equations on StackFlow that implement this, but I'm lost when it comes to finding out how to use them.

推荐答案

我很欣赏视频中的客气话语。这绝对让班级觉得值得这样做。

I appreciate the kind words on the videos. That definitely makes the class feel like it was worth doing.

你有两个学期的课程笔记吗?春季会议记录可以HTML格式找到这里( VoodooPad格式此处)和秋天的这里(VoodooPad格式这里)。 iTunes U中的链接对于那些人来说并不是很明显,它们包含许多我认为有价值的OpenGL ES资源链接,以及我在课堂上展示的所有示例代码。

Do you have the course notes for both semesters of the class? The spring session notes can be found here in HTML format (VoodooPad format here) and the fall ones here (VoodooPad format here). The links in iTunes U aren't very obvious for those, and they contain many links to OpenGL ES resources that I thought were valuable, as well as all the sample code I show off in the classes.

我喜欢斯坦福大学的各种讲师在他们的iPhone应用程序开发课程中对OpenGL ES的课程所做的工作(也在iTunes U上。它们提供了与我不同的API视角,我们两个人都认为你并不认为你知道OpenGL。

I like the job that various instructors at Stanford have done with their class sessions on OpenGL ES as part of their iPhone Application Development course (also on iTunes U). They provide a different perspective on the API than I do, and both of us come at it by not assuming that you know OpenGL.

正如Bart所说,Jeff LaMarche的OpenGL ES from the Ground Up系列非常受欢迎,而且他一直都是最近也发表了关于OpenGL ES 2.0的书中未发表的章节

As Bart suggests, Jeff LaMarche's "OpenGL ES from the Ground Up" series is extremely popular for good reason, and he's been posting unpublished chapters from his book on OpenGL ES 2.0 lately as well.

对于书籍,我强烈推荐Philip Rideout的iPhone 3D编程,介绍了所涉及的数学等基础知识,并将您带到一些相当先进的技术。它也是花费大量时间使用OpenGL ES 2.0的少数几本书之一。

For books, I highly recommend Philip Rideout's iPhone 3D Programming, which introduces fundamentals like the math involved, and takes you all the way through to some fairly advanced techniques. It's also one of the few books to spend a significant amount of time with OpenGL ES 2.0.

然而,我建议学习OpenGL ES的最好的事情是不花钱你的时间阅读书籍和文章,但实际上制定了一个简单的项目,并尝试实现它。找到那些做你想做的许多事情的样本应用程序,并将它们分开。当你遇到砖墙时回到这些资源,你会更好地理解这些概念是如何组合在一起的。当我开始使用第一个使用它的应用程序时,我对OpenGL知之甚少,但是我构建了小块和独立原型,直到我知道足够的东西来拼凑有用的东西。

However, the best thing that I suggest for learning OpenGL ES is not to spend your time reading books and articles but actually formulate a simple project and try to implement it. Find sample applications out there that do many of the things you want to, and pick them apart. Go back to these resources when you run into brick walls and you'll better understand how the concepts all fit together. I knew very little about OpenGL when I started out with my first application using it, but I built small pieces and standalone prototypes until I knew enough to piece together something that worked.

在您的情况下,我会仔细查看问题答案中链接的资源 GLSL用于简单的水面效果,它完全符合您的要求。一种实现使用OpenGL ES 1.1,其他2.0样式着色器。选择一种你想去的方式(我的个人建议是现在学习着色器)并尝试在完成上述视频和阅读材料的同时制作原始的功能性应用程序。

In your case, I'd look very carefully at the resources linked in the answers to the question "GLSL for simple water surface effects", which do exactly what you want. One implementation uses OpenGL ES 1.1, the other 2.0-style shaders. Pick a way that you want to go (my personal recommendation would be to learn shaders now) and try to make a crude, functional application while working through the above videos and reading material.

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