Written by admin
on August 8, 2011
in Uncategorized
Course outline
- Welcome (& maybe a corny joke)
- Introduction
- Very Brief History of OpenGL ES
- Overview of OpenGL ES Architecture
- OpenGL Naming Conventions & Datatypes
- Fixed Pipeline (GL ES 1.0) vs Programmable Pipeline (GL ES 2.0)
- Why OpenGL ES 2.0
- Introduction to GLKit
- Other libraries for < 5.0 support
- When to Use, When Not to Use
- Alternatives to OpenGL ES
- Hardware Architecture
- GPU vs. CPU
- Limitations of GPU
- Fundamentals
- Cartesian Coordinate System
- 2D vs. 3D
- Vector vs. Scalar Datatypes
- Vertices
- Datatype & Terminology
- Role in Programmable Pipeline
- Polygons (Triangles)
- Winding Rule & Backface Culling
- Euclidian Vectors
- Color
- The Programmable Pipeline
- Shaders
- Vertex Shader
- Fragment Shader
- Intro to GLSL
- Datatypes
- Built-in Functions
- Attributes
- Uniforms
- Varyings
- Programs
- The Third Dimension
- OpenGL ES Buffers
- Render Buffer
- Frame Buffer
- Depth Buffer
- Configuring Buffers using GLKView
- Drawing
- Vertex Arrays
- glDrawArrays() vs. glDrawElements()
- Drawing Modes (points, triangles, triangle strips, triangle fans, etc.)
- Matrices
- Overview of Matrices
- Matrix Datatypes
- GLKMatrix2, GLKMatrix3, GLKMatrix4
- Primary Uses of Matrices in OpenGL ES
- Model, View, & Projection
- Model
- Translation (Movement)
- Rotation
- Euler Angles & Gimbal Lock
- Scale
- View
- Projection
- Matrix Stacks
- Lighting
- Overview of Lighting Concepts
- Light Components: Specular, Diffuse, Ambient
- OpenGL ES Lighting is a Cheat
- Normals
- GLKBaseEffect lighting
- Shader Lighting
- Per Vertex
- Per Pixel
- Directional
- Point Light
- Spot Light
- Textures
- Overview of OpenGL ES Textures
- Texture Units
- GLKTextureLoader
- Textures and Uniforms
- Warning about glUniform1i() for texture use & relationship to shaders
- Blending Modes
- Repeating & Clamping Textures
- UV Texture Mapping
- Texture Coordinates Datatype
- Cube Maps
Time permitting
- Space & World Organization
- Overview of Spaces
- Model Space (aka Object Space)
- Camera Space
- World Space
- Modeling a Camera System
- Advanced Lighting &Shader Effects
- Normal Mapping & Dot 3 Lighting
- Toon Shading
- Keyframe Animation
- Overview of Keyframe Animation
- Drawbacks
- Quaternion
- Overview of Quaternion
- Quaternion Datatype
- Conversion from Quaternion to Matrix and Back
- Skeletal Animation
- Overview of Skeletal Animation
- Benefits & Drawbacks compared to Keyframe Animation
- Ways of Representing Bones & Skeletons
- Joints vs. Bones
- Quaternions vs. Matrices
Space is limited, secure your place today!
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