When I was starting out learning ES 1.0 I found Jeff Lamarche’s excellent set of blog posts where he ported the NeHe tutorials over to the iPhone. Lots of books give you a complete implementation of 1.0 written as a shader which is interesting, but not much help for someone trying to get started. To get going I purchased the Blue Book (OpenGLES 2.0 programming guide) - which is great and I thoroughly recommend it - but one of the things that I found I really missed were some simple “this is how you’d do this thing you did in 1.0 in 2.0”. This basically puts you in charge of writing the code that is going to generate your graphics - very powerful, very generic, very overwhelming for someone getting started. OpenGLES 2.0 introduces the idea of a programmable graphics pipeline. I’d already become familiar with ES 1.0 using it in a previous game but felt that for the effect I wanted to achieve in the new game ES2.0 was the way to go. I recently created a new game for the iPhone (Tanks! Mayhem) and the Palm Pre/Pixie (Tanks!) as part of an effort to learn OpenGLES 2.0. You can find an index to the ported tutorials here. #FRAGMENT SHADER #IPHONE #NEHE TUTORIALS #OPENGL #OPENGLES 20 #VERTEX SHADER
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