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Скачать или смотреть Vertex Buffers and Attributes - Beginner OpenGL ES and GLKit - raywenderlich.com

  • Kodeco
  • 2017-05-17
  • 9992
Vertex Buffers and Attributes - Beginner OpenGL ES and GLKit - raywenderlich.com
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Описание к видео Vertex Buffers and Attributes - Beginner OpenGL ES and GLKit - raywenderlich.com

In this video, you'll learn about vertex buffers and attributes then how to use them in OpenGL

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About www.raywenderlich.com:

raywenderlich.com is a website focused on developing high quality programming tutorials. Our goal is to take the coolest and most challenging topics and make them easy for everyone to learn – so we can all make amazing apps.

We are also focused on developing a strong community. Our goal is to help each other reach our dreams through friendship and cooperation. As you can see below, a bunch of us have joined forces to make this happen: authors, editors, subject matter experts, app reviewers, and most importantly our amazing readers!

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Vertext Buffers from Wikipedia:
https://en.wikipedia.org/wiki/Vertex_...

A Vertex Buffer Object (VBO) is an OpenGL feature that provides methods for uploading vertex data (position, normal vector, color, etc.) to the video device for non-immediate-mode rendering. VBOs offer substantial performance gains over immediate mode rendering primarily because the data resides in the video device memory rather than the system memory and so it can be rendered directly by the video device. These are equivalent to vertex buffers in Direct3D.

The Vertex Buffer Object specification has been standardized by the OpenGL Architecture Review Board as of OpenGL Version 1.5 (in 2003). Similar functionality was available before the standardization of VBOs via the Nvidia-created extension "Vertex Array Range" or ATI's "Vertex Array Object" extension.


About OpenGL

https://developer.apple.com/library/c...

The Open Graphics Library (OpenGL) is used for visualizing 2D and 3D data. It is a multipurpose open-standard graphics library that supports applications for 2D and 3D digital content creation, mechanical and architectural design, virtual prototyping, flight simulation, video games, and more. You use OpenGL to configure a 3D graphics pipeline and submit data to it. Vertices are transformed and lit, assembled into primitives, and rasterized to create a 2D image. OpenGL is designed to translate function calls into graphics commands that can be sent to underlying graphics hardware. Because this underlying hardware is dedicated to processing graphics commands, OpenGL drawing is typically very fast.

OpenGL for Embedded Systems (OpenGL ES) is a simplified version of OpenGL that eliminates redundant functionality to provide a library that is both easier to learn and easier to implement in mobile graphics hardware.

OpenGL ES allows an app to harness the power of the underlying graphics processor. The GPU on iOS devices can perform sophisticated 2D and 3D drawing, as well as complex shading calculations on every pixel in the final image. You should use OpenGL ES if the design requirements of your app call for the most direct and comprehensive access possible to GPU hardware. Typical clients for OpenGL ES include video games and simulations that present 3D graphics.

OpenGL ES is a low-level, hardware-focused API. Though it provides the most powerful and flexible graphics processing tools, it also has a steep learning curve and a significant effect on the overall design of your app. For apps that require high-performance graphics for more specialized uses, iOS provides several higher-level frameworks:

The Sprite Kit framework provides a hardware-accelerated animation system optimized for creating 2D games. (See Sprite Kit Programming Guide.)

The Core Image framework provides real-time filtering and analysis for still and video images. (See Core Image Programming Guide.)

Core Animation provides the hardware-accelerated graphics rendering and animation infrastructure for all iOS apps, as well as a simple declarative programming model that makes it simple to implement sophisticated user interface animations. (See Core Animation Programming Guide.)

You can add animation, physics-based dynamics, and other special effects to Cocoa Touch user interfaces using features in the UIKit framework.

OpenGL ES Is a Platform-Neutral API Implemented in iOS

Because OpenGL ES is a C-based API, it is extremely portable and widely supported. As a C API, it integrates seamlessly with Objective-C Cocoa Touch apps. The OpenGL ES specification does not define a windowing layer; instead, the hosting operating system must provide functions to create an OpenGL ES rendering context, which accepts commands, and a framebuffer, where the results of any drawing commands are written to. Working with OpenGL ES on iOS requires using iOS classes to set up and present a drawing surface and using platform-neutral API to render its contents.

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