OpenGL ES From the Ground Up, Part 1: Basic Concepts
FRIDAY, APRIL 17, 2009 OpenGL ES From the Ground Up, Part 1: Basic Concepts I've done a number of postings on programming OpenGL ES for the iPhone, but most of the posts I've done have been t...
OpenGL ES From the Ground Up, Part 1 Addendum: Alphabet Soup
MONDAY, MAY 4, 2009 OpenGL ES From the Ground Up, Part 1 Addendum: Alphabet Soup One problem with blog postings is that they are self-edited. For my postings here, I have no external technica...
OpenGL ES From the Ground Up, Part 2: A Look at Simple Drawing
MONDAY, APRIL 20, 2009 OpenGL ES From the Ground Up, Part 2: A Look at Simple Drawing Okay, there's still a lot of theory to talk about, but before we spend too much time getting bogged down ...
OpenGL ES From the Ground Up, Part 3: Viewports in Perspective
SATURDAY, APRIL 25, 2009 OpenGL ES From the Ground Up, Part 3: Viewports in Perspective Now that you got a taste of how to draw in OpenGL, let's take a step back and talk about something very...
OpenGL ES From the Ground Up, Part 4: Let There Be Light!
FRIDAY, MAY 1, 2009 OpenGL ES From the Ground Up, Part 4: Let There Be Light! Continuing on with OpenGL ES for the iPhone, let's talk about light. So far, we haven't done anything with light....
OpenGL ES From the Ground Up, Part 5: Living in a Material World
WEDNESDAY, MAY 13, 2009 OpenGL ES From the Ground Up, Part 5: Living in a Material World Okay, in the last installment, we talked about lights, how to set them up and what attributes they ha...
OpenGL ES From the Ground Up, Part 6: Textures and Texture Mapping
MONDAY, MAY 25, 2009 OpenGL ES From the Ground Up, Part 6: Textures and Texture Mapping An alternative to creating materials in OpenGL ES to define the color of a polygon is to map a texture ...
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