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    copied!<p>Once again, if I may plug my own work, I have a <a href="http://www.sunsetlakesoftware.com/2008/08/05/lessons-molecules-opengl-es" rel="nofollow noreferrer">short writeup</a> on what I learned while writing <a href="http://www.sunsetlakesoftware.com/molecules" rel="nofollow noreferrer">Molecules</a> for the iPhone. I came into this having no experience with the 3-D side of OpenGL (I had done a little 2-D hardware acceleration before), so I have a bit of a different perspective on the subject. The <a href="http://www.sunsetlakesoftware.com/2008/10/02/molecules-source-code-now-available" rel="nofollow noreferrer">source code to Molecules</a> is available, so you might be able to learn something from poking around inside it. I also have <a href="http://www.sunsetlakesoftware.com/2009/01/13/opengl-es-catransform3d" rel="nofollow noreferrer">written a post</a> on how to use Core Animation structures and functions to accelerate OpenGL ES rendering, if you want something a little more technical.</p> <p>Bill Dudney has a post <a href="http://bill.dudney.net/roller/objc/entry/wavefront_obj_files_and_learning" rel="nofollow noreferrer">here</a> about how he started getting into OpenGL ES, and then a follow-on <a href="http://bill.dudney.net/roller/objc/entry/wave_front_obj_textures_working" rel="nofollow noreferrer">here</a> where he provides code for a Wavefront OBJ loader for the iPhone.</p> <p>I believe that I've seen a few more good resources around Stack Overflow in various answers, so you might search around and see what else you can find here.</p>
 

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