GLEssentials/Source/Readme.md
GLEssentials |
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DESCRIPTION: |
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 OS X. |
Additionally, it implement fullscreen rendering, retina display support, and |
demonstrates how to obtain and use an OpenGL 3.2 rendering context on OS X. |
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BUILD REQUIREMENTS: |
Mac version: Mac OS X 10.6 or later, Xcode 3.1 or later |
iOS version: iOS SDK 4.0 or later |
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RUNTIME REQUIREMENTS: |
Mac version: Mac OS X 10.6 or later |
Mac version: Mac OS X 10.7 or later to use OpenGL 3.2 |
iOS version: iOS 4.0 or later (with OpenGL ES 2.0 support) |
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REVISION HISTORY: |
VERSION 1.8 |
- Regenerated project using Xcode 6. |
- Now uses single .xcodeproj for both iOS and OS X targets. |
- Now uses storyboard. |
- Now uses ARC. |
- Fixed global vars intended to be ivars. |
- Removed code for compatibility with pre iOS 3.1 (i.e we can assume CADisplayLink is available) |
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Copyright (C) 2010~2015 Apple Inc. All rights reserved. |
Copyright © 2015 Apple Inc. All Rights Reserved. Terms of Use | Privacy Policy | Updated: 2015-08-07