OpenGL ES,OpenFrameworks,Cinder和IOS创意开发 [英] OpenGL ES, OpenFrameworks, Cinder and IOS creative development

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问题描述

我正处于一个艰难的选择中。
我想学习一种语言,可以帮助我创建具有强大的艺术/创意/图形组件的应用程序,并将其用于我的客户的商业项目。

I'm in the middle of a difficult choice. I'd like to learn a language that can help me create application with a strong artistic/creative/graphic component and use it for commercial projects for my customers.

我的首选是OpenGL ES,我认为它是标准的方式。
但是,与此同时,我发现了这个网站: http://www.creativeapplications.net/ 我发现很多适用于ios的酷炫应用程序,适用于大多数使用 OpenFramewors

My first choice was OpenGL ES, i think of it as the "Standard" way to go through. But, in the meanwhile, i discovered this site : http://www.creativeapplications.net/ where i found many cool apps for ios, for most built using OpenFramewors and Cinder.

我的问题是:为什么选择这个2包装而不是OpenGL?我需要了解利弊。

My question is: why choose this 2 "wrapper" instead of OpenGL? I need to understand benefits and disadvantages.

我不确定使用这些框架我可以以简单(和标准)的方式混合(对于OpenGL)UIKit / Cocoa和Graphics。目前我仍然更喜欢OpenGL,因为我知道这是苹果建议的方式(我的意思是......由Apple提出),我确信我也可以为我的客户利用它。虽然我不确定使用OF和Cinder我可以毫不费力地完全管理UIKit和Cocoa。

I'm not sure that using these frameworks i can mix in a easy (and standard) way (As for OpenGL) UIKit/Cocoa and Graphics. At the moment i still prefer OpenGL because i know that this's the way suggested by apple (i mean... proposed by Apple) and i'm sure that i can take advantage of it for my customer too. While i' not sure that using OF and Cinder i can fully manage UIKit and Cocoa without tricks.

推荐答案

使用a的好处正如Ruben所说,框架是你没有重新发明轮子。
OpenGL没有你通常需要的很多类:矢量,矩阵,相机,颜色,图像等以及使用它们所需的方法:规范化,算术,交叉产品等

The benefits of using a framework are, as stated by Ruben, that you're not re-inventing the wheel. OpenGL doesn't come with a lot of classes you would normally need: Vectors, matrices, cameras, colour, images etc and the methods that you will need to work with them: normalise, arithmetic, cross product etc

当然你可以在OpenGL中实现所有这些,但如果有人之前完成过,为什么不利用它呢?您选择的框架或库将取决于您喜欢的实现。 OF会做与Cinder不同的事情,而Cinder则与另一个库不同。

Of course you can implement all this in OpenGL but if someone's done it before, why not just leverage that instead? Your choice of framework or library will depend on what implementation you prefer. OF will do things differently to Cinder which is different to another library instead.

您不必使用框架提供的所有内容。如果您不喜欢基础应用程序(例如Cinder),您可以创建自己的上下文,而不仅仅是使用框架的3d数学库,或其图像库,或者您想要的任何其他部分。只需要包含你想要的相关标题。

You don't have to use everything a framework provides. If you don't like the base application (like Cinder for example) you can create your own contexts and what not and just use the framework's 3d maths libraries, or its image library, or whatever other part you want. Just include the relevant headers you want.

或者你可以使用一个3d数学库,如果你是如此倾向并且不再使用框架。这使您可以更好地控制渲染管道,并可能减少应用程序的大小。

Alternatively you can just use a 3d math library if you are so inclined and do away with frameworks all together. This gives you more control over your rendering pipeline and also potentially decreases application size.

最终您选择的内容取决于其功能和您对特定样式的偏好。我建议你选择一个你熟悉的框架或库,并且已经在生产中使用过(除非你只是玩弄东西)。文档也很重要。如果文档/资源不是很好,我会回避使用某些东西。

Ultimately what you choose will depend on its features and your preference for a particular style. I would suggest going with a framework or library you are comfortable with and that has been used in production (unless you are just playing around with stuff). Documentation is also important. If the docs/resources aren't very good I would shy away from using something.

当然,如果你想了解细节(从来不是个坏主意) ),通过各种方式编写自己的库。

Of course, if you want to learn the ins and outs (never a bad idea), by all means write your own library.

这篇关于OpenGL ES,OpenFrameworks,Cinder和IOS创意开发的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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