授课时间
|
培训内容
|
第一阶段 |
iphone游戏开发思想和Open GL 3D
游戏开发流程
Transitioning to Apple Technology
A Brief History of OpenGL ES
Choosing the Appropriate Version of OpenGL
ES
Getting Started
HelloArrow with Fixed Function
HelloArrow with Shaders |
第二阶段--
动画与2D、3D绘图,使用Quartz绘图 |
动画与2D、3D绘图,使用QuartzL绘图
1 图形世界的两个视图
2 本章的绘图应用程序
3 Quart绘图方法
3.1 Quartz 2D的图形上下文
3.2 坐标系
3.3 指定颜色
3.4 在上下文中绘制图像
3.5 绘制形状:多边形、直线和曲线
3.6 Quartz 2D工具示例:模式、梯度、虚线模式
4 构建QuartzFun应用程序
4.1 创建随机颜色
4.2 定义应用程序常量
4.3 实现QuartzFunView框架
4.4 向视图控制器中添加输出口和操作
4.5 更新QuartzFunViewContro-ller.xib
4.6 绘制直线
4.7 绘制矩形和椭圆形
4.8 绘制图像
4.9 优化QuartzFun应用程序 |
第三阶段 |
算法,隐喻,纹理映射我们的矩形
The Assembly Line Metaphor
Assembling Primitives from Vertices
Associating Properties with Vertices
The Life of a Vertex
The Photography Metaphor
Saving and Restoring Transforms with Matrix
Stacks
Animation
Vector Beautification with C++
HelloCone with Fixed Function
HelloCone with Shaders |
第四阶段 |
节点与触摸点
Reading the Touchscreen
Saving Memory with Vertex Indexing
Boosting Performance with Vertex Buffer Objects
Creating a Wireframe Viewer |
第五阶段 |
3D坐标里的物体,增加立体感和真实性
Adding Depth and Realism
Examining the Depth Buffer
Creating and Using the Depth Buffer
Filling the Wireframe with Triangles
Surface Normals
Lighting Up
Shaders Demystified
Adding Shaders to ModelViewer
Better Wireframes Using Polygon Offset
Loading Geometry from OBJ Files |
第六阶段 |
纹理和图像捕捉
Adding Textures to ModelViewer
Texture Coordinates Revisited
Fight Aliasing with Filtering
Texture Formats and Types
Texture Compression with PVRTC
The PowerVR SDK and Low-Precision Textures
Generating and Transforming OpenGL Textures
with Quartz
Dealing with Size Constraints
Creating Textures with the Camera |
第七阶段 |
混合色的使用及纹理渲染
Blending Recipe
Wrangle Premultiplied Alpha
Blending Caveats
Blending Extensions and Their Uses
Shifting Texture Color with Per-Vertex Color
Poor Man’s Reflection with the Stencil Buffer
Stencil Alternatives for Older iPhones
Anti-Aliasing Tricks with Offscreen FBOs
Rendering Anti-Aliased Lines with Textures
Holodeck Sample |
第八阶段 |
游戏界面和文本
Text Rendering 101: Drawing an FPS Counter
Simplify with glDrawTexOES
Crisper Text with Distance Fields
Animation with Sprite Sheets
Image Composition and a Taste of Multitexturing
Mixing OpenGL ES and UIKit
Rendering Confetti, Fireworks, and More: Point
Sprites
Finale: SpringyStars |
第九阶段 |
光效和纹理的高级应用
Texture Environments under OpenGL ES 1.1
Bump Mapping and DOT3 Lighting
Reflections with Cube Maps
Anisotropic Filtering: Textures on Steroids
Image-Processing Example: Bloom |
第十阶段 |
优化技巧
Instruments
Understand the CPU/GPU Split
Vertex Submission: Above and Beyond VBOs
Lighting Optimizations
Texturing Optimizations
Culling and Clipping
Shader Performance
Optimizing Animation with Vertex Skinning
|