2. Making the Hardware Work for You

This chapter explains how to set up and use OpenGL ES graphics within iOS 5 applications. An initial example program applies graphics concepts from Chapter 1, “Using Modern Mobile Graphics Hardware,” to make the embedded hardware render an image. The initial example is then extended to produce two additional versions exploring relationships between Apple’s GLKit technology introduced in iOS 5 and underlying OpenGL ES functions.

Drawing a Core Animation Layer with OpenGL ES

Chapter 1 introduced OpenGL ES frame buffers. The iOS operating system won’t let applications draw directly into the front frame buffer or the back frame buffer nor can applications directly control swapping the front frame buffer with the ...

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