Archive for the ‘Graphics’
Getting Started With Shaders On The iPhone 3GS
I just wrote an article for Mobile Orchard on how to get started with OpenGL ES 2.0 on the iPhone 3GS. It goes over all the steps necessary to set up a barebones project that renders a quad on screen using a vertex and a fragment shader. It’s not the most stunning thing ever visually, [...]
Environment Mapping Demo With OpenGL ES 1.1
I just finished creating a graphics demo for a chapter I’m writing for the book iPhone Advanced Projects edited by Dave Mark. In the chapter I go over a few different lighting techniques and go in detail on how to do masked environment mapping on an iPhone 3G with OpenGL ES 1.1.
The demo ended up [...]
Teaching a Two-Day OpenGL iPhone Class. Register Now!
I’m excited to announce the intensive, two-day class on OpenGL for the iPhone that I’ll be teaching. The class will be held September 26th-27th, in Denver, right before the 360iDev conference, and it’s part of the Mobile Orchard Workshops.
The class is aimed at iPhone developers without previous OpenGL experience. It’s going to be very hands-on, [...]
A Huge Leap Forward: Graphics on The iPhone 3G S
I just wrote an article over at Mobile Orchard about the new graphics capabilities on the new iPhone 3G S. Check it out to find out the details, and what those new features might mean for us developers.
Remixing OpenGL and UIKit
Yesterday I wrote about OpenGL views, and how they can be integrated into a complex UI with multiple view controllers. There’s another interesting aspect of integrating OpenGL and UIKit, and that’s moving images back and forth between the two systems. In both cases, the key enabler is the CGContext class.
From UIKit to OpenGL
This is definitely [...]


