Open GL for the guy that barely knows how to open the door


Hi. how are you? Welcome to my little corner of the net. Would you like to get into some advanced 3D programming? Maybe make your own video game or create a virtual world? I would too. There’s this one problem, though. I’m not good at 3D. I’m kind of a find the tutorial on the net kinda guy that follows what others have figured out. By the way, I’m Cliff. You’re here because you probably tried to “tryck” when you wanted a “drag”. (you’re also here because you followed my crazy tryck vs. drag experiences in Sweden.) I’m here to open the door to a world of Open GL. There was an excellent guide once upon a time but the entire domain was removed. That kinda sucks because that guide made sense even to a novice like me. Ever since it went down I felt a little more brittle inside. So lately I’ve ben looking around for a replacement. I haven’t found anything close yet but I just now stumbled across a bunch of links I want to keep track of. I’m shamelessly stealing them from another blog and inlining here because I know how these things tend to disappear. I mean no disrespect, only I wish to keep the info around in case things go awry and the original source goes away. If you came here because you are a family member then I’d advise you to pay no attention to the below, (Hi Auntie!) it’s full of programmer geekery that would just make your eyes glaze while your brain melts and trickles slowly out the inside of your left ear. If you are still a family member and still reading then I congratulate you for taking the time to read one extra sentence ahead and I warned you…

Beginner

Basic concepts of 3D world and OpenGL – Any version
OpenGL ES 2.0 For iPhone Tutorial
 – OpenGL ES 2.0
Hello Triangle
 – (Windows) – OpenGL ES 2.0
Getting Started (iPhone) – OpenGL ES 2.0
What is OpenGL ES? (all) – OpenGL ES 1.x
Xcode Project Set Up (iPhone) – OpenGL ES 1.1
An Introduction To OpenGL (Google Android) – OpenGL ES 1.x
Setting Up Your Environment (Pocket PC) – OpenGL ES 1.x
OpenGL Window (Pocket PC) – OpenGL ES 1.x
Keyboard Input (Pocket PC) – OpenGL ES 1.x
Mouse Input (Pocket PC) – OpenGL ES 1.x
Viewports in Perspective (iPhone) – OpenGL ES 1.1
Drawing Primitives 1 – Triangles (iPhone) – OpenGL ES 1.1
Drawing Primitives 2 – Squares
 (iPhone) – OpenGL ES 1.1
Rendering (Pocket PC) – OpenGL ES 1.x
Orthographic Projection (Pocket PC) – OpenGL ES 1.x
Colour and Shading (iPhone) – OpenGL ES 1.1
Color And Shading (Pocket PC) – OpenGL ES 1.x
Window Resizing (Pocket PC) – OpenGL ES 1.x
Transformations (iPhone) – OpenGL ES 1.1
Transformations (Pocket PC) – OpenGL ES 1.x
Depth (Pocket PC) – OpenGL ES 1.x
Perspective (Pocket PC) – OpenGL ES 1.x
Solid Shapes (Pocket PC) – OpenGL ES 1.x
The Final Primitives: Points and Lines in a Stride (iPhone) – OpenGL ES 1.1
Objects in 3D (iPhone) – OpenGL ES 1.1
Translating Objects Independently (iPhone) – OpenGL ES 1.1

Intermediate

Texturing 3d Objects In OpenGL ES (iOS) – OpenGL ES 2.0
OpenGL ES 2.0 in depth
 (iOS) – OpenGL ES 2.0
Monkeys on Your Back and Geometric Shapes
 (iPhone) – OpenGL ES 1.1
Interleaving Per-Vertex Data (iPhone) – OpenGL ES 1.1
Landscape View & Handling Touches Part 1 – 2D World (iPhone) – OpenGL ES 1.1
Backface Culling (Pocket PC) – OpenGL ES 1.x
Lighting (Pocket PC) – OpenGL ES 1.x
Directional Lighting (Pocket PC) – OpenGL ES 1.x
Texture Mapping Our Square (iPhone) – OpenGL ES 1.1
Texture Mapping (Pocket PC) – OpenGL ES 1.x
Texture Functions (Pocket PC) – OpenGL ES 1.x
Multiple Textures, Repeating Textures, and the End of the Book Era (iPhone) – OpenGL ES 1.1
Blending (Pocket PC) – OpenGL ES 1.x
Transparency (Pocket PC) – OpenGL ES 1.x
Single Texture, Multiple Looks, Render to Texture, and Getting Inspired in Maths(iPhone) – OpenGL ES 1.1
Masking (Pocket PC) – OpenGL ES 1.x
Uncompressed TGAs (Pocket PC) – OpenGL ES 1.x

Advanced

Jedi skills in OpenGL ES 2.0 and 2D graphics (iOS) – OpenGL ES 2.0
Moving in 3D
 (iPhone) – OpenGL ES 1.1
Moving in 3D Part 2: Some Theory that I Should Have Explained (iPhone) – OpenGL ES 1.1
Draconia 01: Getting Started and Background Scrolling (iPhone) – OpenGL ES 1.1
Waving Flag
 (Pocket PC) – OpenGL ES 1.x
Blender Models Part 1: Learning Some Blender Internals (iPhone) – OpenGL ES 1.1
Blender Models Part 2: Loading and Rendering (iPhone) – OpenGL ES 1.1
Blender Models Part 3: Textures and UV Mapped Objects (iPhone) – OpenGL ES 1.1
Fog (Pocket PC) – OpenGL ES 1.x
Reflections (Pocket PC) – OpenGL ES 1.x
Collision Detection (iPhone) – OpenGL ES 1.1
Collision Detection 2: Moller & Trumbore’s Fast Triangle Ray Intersect (iPhone) – OpenGL ES 1.1

For a list containing specific sites with OpenGL ES tutorials please check out the original list creator’s Killer OpenGL ES Resources list.

Also there was specific mention of Ray Wenderlich’s Open GL ES 2.0 tutorial.

Apple Slides Java To The Side


I’m typing on a shiny Macbook pro. I like Macs. I have possession of several Apple devices from iPhones to laptops, to an Apple TV unit. Therefore I am qualified to tell you what your next Mac is gonna look like. Hi, I’m Cliff. You’re here because you haven’t seen what your next Apple computer is gonna look like. Are you ready? Brace yourself because its a shocker! I should sketch up a prototype in my graphics editor, but I’m all too excited to reveal the breaking news. (Maybe I’ll stick something towards the end of this post.) The following post is inspired by (and I hope my non-technical readers are forgiving since this makes no difference to anybody but me) the glaring omission of the Java runtime from Apple’s new beta operating system, Lion. Even though Java can be installed through the Java Preferences I was shocked to find it absent and it prompted me to consider the trends of current Apple devices as typical features have been dramatically altered over the years leading up to things like reversed scrolling and missing scroll bars. Without further ado, especially since I’ve completely exhausted my “ado” allowance for the month…

Introducing the Mac of 2012
I was going to begin by listing what the next Macs won’t have but actually it might makes sense to describe it in terms of what it will have because it will take far less words. You’re next Apple computer will be a screen hardwired to both your finger and a twelve core CPU. Apple plans to employ every human being on the planet in their factories, pay them zero wages while hardwiring each individual to the units it pushes out of its factories. After your unit is manufactured your position will be terminated at which point you are to visit yourself in your local Apple store and purchase your right to walk out with your new unit. Upon arrival you will have a choice among which model you wish to buy, though details are currently sketchy on how the selection process will work. Most individuals will likely opt for the lower models due to their current economic status but a certain amount are expected to buy into their more powerful product lines. Apple will still feature a 30 day customer satisfaction agreement which individuals can take advantage of should there device fail to perform to their expectations. Reimbursement would require customers to return the product to the original place of purchase so it (and the customer) may be sent off for refurbishing. This new process is referred to as the new Apple Care package which will come bundled with each device at rates forecasted to be competitive to the current warranties.

What you’re giving up…
Apple plans take the user computing experience to the next level by removing all legacy technology from its product lines. Optical drives are a thing of the past and will no longer be included. Gone also are the spinning hard drives, physical keyboards, track pads, power supply, speakers and camera. Indeed, expect your new Apple devices to be razor thin and ultra compatible with everything from the $4,500 Mac you’ll still need to return to the store and purchase to boot your new device to none of your thousands-of-dollars-worth of existing Apple equipment. Apple is removing all hardware compatibility from its stack in flavor of the new compatibility layer it has yet to complete at the time of your purchase. While most people value the ability to plug or wirelessly pair their mobile devices to things such as the stereo in the car Apple recommends you pair only with devices from their Apple certified product line which, at the time of this writing, excludes every vehicle, headset, speaker dock, television, or other electronic device manufactured and currently under manufacture at the time of this writing.

This has been a sneak preview reporting of what’s coming in tech. I’m your insider, Cliff, and I’ll catch you back here next time. For now, good night!