32 lines
1.5 KiB
Text
32 lines
1.5 KiB
Text
GLEssentials
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================================================================================
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DESCRIPTION:
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This sample provides an example of some of the techniques described in the
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"OpenGL Essential Design Practices" WWDC 2010 session. There are usages of
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Vertex Buffer Objects (VBOs), Vertex Array Objects (VAOs), Framebuffer Objects
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(FBO), and GLSL Program Objects. It creates a VAO and VBOs from model data
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loaded in. It creates a texture for the model from image data and GLSL shaders
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from source also loaded in. It also creates an FBO and texture to render a
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reflection of the model. It uses an environment mapping GLSL program to apply
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the reflection texture to a plane. This sample also demonstrates sharing of
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OpenGL ES source code for iPhone OS and OpenGL source code for OS X.
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Additionally, it implement fullscreen rendering, retina display support, and
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demonstrates how to obtain and use an OpenGL 3.2 rendering context on OS X.
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================================================================================
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BUILD REQUIREMENTS:
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Mac version: Mac OS X v10.6 or later, Xcode 3.1 or later
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iOS version: iOS SDK 4.0 or later
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================================================================================
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RUNTIME REQUIREMENTS:
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Mac version: Mac OS X v10.6 or later
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Mac version: Mac OS X Lion or later to use OpenGL 3.2
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iOS version: iOS 4.0 or later (with OpenGL ES 2.0 support)
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================================================================================
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Copyright (C) 2010~2013 Apple Inc. All rights reserved.
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