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Do any good ES 2.0 resources exist yet?

03-25-2011, 02:35 AM
#1
Joined: Jul 2010
Posts: 12
Do any good ES 2.0 resources exist yet?

It never occurred to me to post this question here, my other go-to places have been less than helpful.

I'm a sort of long time 1.x developer (who took far too long of a break) and when I started iOS dev naturally I wanted to get into strict 2.0, but I'm finding almost no resources for pure 2.0. There seems to be one book (which uses a custom library, I hate that...), a library or two floating around with almost no documentation, and naturally extension implementations which still rely on 1.x for view matrices, etc.

The official documentation has been less than helpful, does anyone have any tips for someone who hasn't ever had to live without basic functions like glMatrixMode and the like?
03-25-2011, 09:32 AM
#2
Joined: Sep 2010
Location: Atlanta
Posts: 184
I would definitely be interested in this as well. This seems to be a topic that doesn't exist in book form (with an iOS focus).

03-25-2011, 10:21 AM
#3
Joined: Oct 2009
Location: Bay Area
Posts: 136
http://www.amazon.com/iPhone-Program...1066306&sr=8-1

Digital iphone version - http://itunes.apple.com/us/app/iphone-3d-programming/id371697737?mt=8


I've only read a little bit about it but so far this has been the best resource I have seen. The only problem I have with it is it was written prior to the retina screen so you will have to do your own digging on the internet to figure that out. I have seen a good thread here on TA that discusses openGL and retina.

iPhone Game Developer and UI Engineer.
I will buy any games that support iCade, and I'll buy all in-app purchases if it has 2 player wifi/Bluetooth iCade support
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OpenFeint:GnarKiLL
03-25-2011, 10:34 AM
#5
Joined: Mar 2011
Posts: 50
Quote:
Originally Posted by GnarKill View Post
http://www.amazon.com/iPhone-Program...1066306&sr=8-1

Digital iphone version - http://itunes.apple.com/us/app/iphone-3d-programming/id371697737?mt=8


I've only read a little bit about it but so far this has been the best resource I have seen. The only problem I have with it is it was written prior to the retina screen so you will have to do your own digging on the internet to figure that out. I have seen a good thread here on TA that discusses openGL and retina.
Yes, it's a great book.

For people who did not know, here you can read the text of this book for free:
http://iphone-3d-programming.labs.oreilly.com/
03-25-2011, 11:37 AM
#6
Joined: Mar 2011
Posts: 4
I'm also slogging through the 1.1 -> 2.0 transition. The two books that I've been reading through are the iPhone 3D programming book mentioned above and the OpenGL ES 2.0 programming guide (http://www.amazon.com/OpenGL-ES-2-0-...dp/0321502795/). Between the two (and the errata for the programming guide) I've been able to wrap my head around shaders pretty quickly.
03-25-2011, 11:55 AM
#7
Joined: Oct 2009
Location: Bay Area
Posts: 136
http://forums.toucharcade.com/showth...=opengl+retina

Heres the thread I mentioned above. It would probably be a good idea to read through some of it if you are just getting into openGL and want to wrap your head around setting scale for openGL.

iPhone Game Developer and UI Engineer.
I will buy any games that support iCade, and I'll buy all in-app purchases if it has 2 player wifi/Bluetooth iCade support
Plus+:Gnarkiii
OpenFeint:GnarKiLL
03-25-2011, 02:09 PM
#8
Joined: Feb 2009
Location: San Francisco Bay Area
Posts: 172
Quote:
Originally Posted by dimpixel View Post
I'm also slogging through the 1.1 -> 2.0 transition. The two books that I've been reading through are the iPhone 3D programming book mentioned above and the OpenGL ES 2.0 programming guide (http://www.amazon.com/OpenGL-ES-2-0-...dp/0321502795/). Between the two (and the errata for the programming guide) I've been able to wrap my head around shaders pretty quickly.
Those are both good books that helped me transition my code from ES 1.1 to 2.0. It's also helpful to follow Apple's best practices guidelines for OpenGL ES which, in my case, made my 1.1 code look very 2.0-like and thus simple to migrate.

I would also recommend keeping a good reference to GLSL around like the orange book:

http://www.amazon.com/OpenGL-Shading...1079127&sr=1-1

Also, while you are thinking about supporting retina displays, you might want to consider making your graphics engine flexible enough to support other resolutions via VGA/HDMI output cable.
03-25-2011, 03:00 PM
#9
Joined: Jul 2010
Posts: 12
Thanks for the resources guys, I'll check them out. Always a fan of O'Reilly books too.

The OpenGL ES 2.0 Programming Guide is the one I think I was originally referring to as using its own library Redbook style. Is this correct or does that book have you use standard GL ES?
03-25-2011, 03:23 PM
#10
Joined: Mar 2011
Posts: 4
Quote:
Originally Posted by dansu View Post
Those are both good books that helped me transition my code from ES 1.1 to 2.0. It's also helpful to follow Apple's best practices guidelines for OpenGL ES which, in my case, made my 1.1 code look very 2.0-like and thus simple to migrate.

I would also recommend keeping a good reference to GLSL around like the orange book:

http://www.amazon.com/OpenGL-Shading...1079127&sr=1-1

Also, while you are thinking about supporting retina displays, you might want to consider making your graphics engine flexible enough to support other resolutions via VGA/HDMI output cable.
I've been considering getting the GLSL book. Is the GLSL version used in the book drastically different from the version that ES 2.0 supports or is it similar enough that you can run the examples with few changes?