11. Preparing for OpenGL
GLKit is an amazing framework that makes the power of OpenGL ES 2.0 easy to use. However, with that great power come limitations. While OpenGL ES allows you to realize excellent results, it does restrict you to devices running iOS 5 or greater. In the long term, this won’t be a problem; but in the short term, it means your GLKit-developed product won’t run on many legacy iOS devices.
With that in mind, we’ll delve a little deeper into OpenGL ES and show you how to realize results similar to those attained with GLKit-based code using vanilla OpenGL ES 2.0 programming.
Creating a New Project
Unfortunately, as of Xcode 4.2, the OpenGL ES 2.0 template has GLKit embedded in it, so you can’t use that template as a starting ...