3. Using OpenGL
Prior to iOS 5, OpenGL ES could be a challenge. Apple supplied a “boilerplate” template to get you started, but an in-depth knowledge of OpenGL ES was required for even the simplest of tasks. Many developers who wanted to add OpenGL to their projects were put off, and many developers simply avoided creating games.
Starting with iOS 5—and limited to the devices that run it—Apple introduced GLKit, a framework that simplifies creating OpenGL ES 2.0 apps, and makes it easier to port OpenGL ES 1.1 apps to 2.0.
Although it neglects older iOS devices, including any device prior to the iPhone 3GS, OpenGL ES 2.0 is currently the best platform choice for the foreseeable future.
In this chapter, you will apply OpenGL ES and Xcode to create ...
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