This sample provides an example of some of the techniques described in the
"OpenGL Essential Design Practices" WWDC 2010 session. There are usages of
Vertex Buffer Objects (VBOs), Vertex Array Objects (VAOs), Framebuffer Objects
(FBO), and GLSL Program Objects. It creates a VAO and VBOs from model data
loaded in. It creates a texture for the model from image data and GLSL shaders
from source also loaded in. It also creates an FBO and texture to render a
reflection of the model. It uses an environment mapping GLSL program to apply
the reflection texture to a plane. This sample also demonstrates sharing of
OpenGL ES source code for iPhone OS and OpenGL source code for Mac OS X.
Additionally, it demonstrates how to obtain and use an OpenGL 3.2 rendering
context on Mac OS X Lion.
Mac version: Mac OS X v10.6 or later, Xcode 3.1 or later
iOS version: iOS SDK 4.0 or later
Mac version: Mac OS X v10.6 or later
Mac version: Mac OS X Lion or later to use OpenGL 3.2
iOS version: iOS 4.0 or later (with OpenGL ES 2.0 support)
Copyright (C) 2010~2011 Apple Inc. All rights reserved.
© 2012 Apple Inc. All Rights Reserved. (Last updated: 2012-12-05)