ReadMe.txt
Introduction: |
This sample code demonstrates how to load, compile, and link GLSL fragment and vertex shaders from within a simple Cocoa application. |
The Fragment and vertex shaders have c like syntax and reside in the files with ".vs" and ".fs" extensions respectively, inside the main application bundle. They're loaded, compiled, linked and bound to a program object using OpenGL APIs and instantiated through the Shader class. The shader class here does not validate the program object. |
This project further contains a simple class for displaying strings in an OpenGL view using GLUT's built-in bitmap fonts. |
This application further demonstrates a simple timer based OpenGL animation from within a Cocoa application. |
It is also worth noting that the Tranguloid Trefoil geometry here is a parametric surface, created using a display list. |
Mouse support: |
¥ For zooming the object, hold the right-mouse down and move mouse up or down. |
¥ For updating the pitch, hold the left-mouse key down and change the angle. |
Revision History: |
¥ Refactored the sample code to better demonstrate the interaction of OpenGL APIs with an OpenGL view. |
¥ Moved the GLSL program object instantiation into its own basic class. |
¥ Moved the GLSL hardware check code into its a separate file. |
¥ Consistent use of float math library functions for pattern and palette generation. |
¥ Animation continues during window resizing. |
¥ Consistent use of doubles and their OpenGL equivalents during geometry generation. |
¥ Updated the Xcode project to use the new format. |
¥ Updated the NIB to use the new format. |
¥ Added a simple GLUT string class. |
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