GLEssentials ================================================================================ DESCRIPTION: This sample provides an example of some of the techniques described in the "OpenGL Essential Design Practices" WWDC 2010 session. There are usages of Vertex Buffer Objects (VBOs), Vertex Array Objects (VAOs), Framebuffer Objects (FBO), and GLSL Program Objects. It creates a VAO and VBOs from model data loaded in. It creates a texture for the model from image data and GLSL shaders from source also loaded in. It also creates an FBO and texture to render a reflection of the model. It uses an environment mapping GLSL program to apply the reflection texture to a plane. This sample also demonstrates sharing of OpenGL ES source code for iPhone OS and OpenGL source code for Mac OS X. Additionally, it demonstrates how to obtain and use an OpenGL 3.2 rendering context on Mac OS X Lion. ================================================================================ BUILD REQUIREMENTS: Mac version: Mac OS X v10.6 or later, Xcode 3.1 or later iPhone version: iOS SDK 4.0 or later ================================================================================ RUNTIME REQUIREMENTS: Mac version: Mac OS X v10.6 or later Mac version: Mac OS X Lion or later to use OpenGL 3.2 iPhone version: iOS 4.0 or later (with OpenGL ES 2.0 support) ================================================================================ Copyright (C) 2010~2011 Apple Inc. All rights reserved.
ewmailing/GLEssentialsPortToCAOpenGLLayer
Porting Apple's GLEssentials for Mac to use CAOpenGLLayer
Objective-C