授課時(shí)間
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培訓(xùn)內(nèi)容
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第一階段 |
iphone游戲開發(fā)思想和Open GL 3D
游戲開發(fā)流程
Transitioning to Apple Technology
A Brief History of OpenGL ES
Choosing the Appropriate Version of OpenGL
ES
Getting Started
HelloArrow with Fixed Function
HelloArrow with Shaders |
第二階段--
動(dòng)畫與2D、3D繪圖,使用Quartz繪圖 |
動(dòng)畫與2D、3D繪圖,使用QuartzL繪圖
1 圖形世界的兩個(gè)視圖
2 本章的繪圖應(yīng)用程序
3 Quart繪圖方法
3.1 Quartz 2D的圖形上下文
3.2 坐標(biāo)系
3.3 指定顏色
3.4 在上下文中繪制圖像
3.5 繪制形狀:多邊形、直線和曲線
3.6 Quartz 2D工具示例:模式、梯度、虛線模式
4 構(gòu)建QuartzFun應(yīng)用程序
4.1 創(chuàng)建隨機(jī)顏色
4.2 定義應(yīng)用程序常量
4.3 實(shí)現(xiàn)QuartzFunView框架
4.4 向視圖控制器中添加輸出口和操作
4.5 更新QuartzFunViewContro-ller.xib
4.6 繪制直線
4.7 繪制矩形和橢圓形
4.8 繪制圖像
4.9 優(yōu)化QuartzFun應(yīng)用程序 |
第三階段 |
算法,隱喻,紋理映射我們的矩形
The Assembly Line Metaphor
Assembling Primitives from Vertices
Associating Properties with Vertices
The Life of a Vertex
The Photography Metaphor
Saving and Restoring Transforms with Matrix
Stacks
Animation
Vector Beautification with C++
HelloCone with Fixed Function
HelloCone with Shaders |
第四階段 |
節(jié)點(diǎn)與觸摸點(diǎn)
Reading the Touchscreen
Saving Memory with Vertex Indexing
Boosting Performance with Vertex Buffer Objects
Creating a Wireframe Viewer |
第五階段 |
3D坐標(biāo)里的物體,增加立體感和真實(shí)性
Adding Depth and Realism
Examining the Depth Buffer
Creating and Using the Depth Buffer
Filling the Wireframe with Triangles
Surface Normals
Lighting Up
Shaders Demystified
Adding Shaders to ModelViewer
Better Wireframes Using Polygon Offset
Loading Geometry from OBJ Files |
第六階段 |
紋理和圖像捕捉
Adding Textures to ModelViewer
Texture Coordinates Revisited
Fight Aliasing with Filtering
Texture Formats and Types
Texture Compression with PVRTC
The PowerVR SDK and Low-Precision Textures
Generating and Transforming OpenGL Textures
with Quartz
Dealing with Size Constraints
Creating Textures with the Camera |
第七階段 |
混合色的使用及紋理渲染
Blending Recipe
Wrangle Premultiplied Alpha
Blending Caveats
Blending Extensions and Their Uses
Shifting Texture Color with Per-Vertex Color
Poor Man’s Reflection with the Stencil Buffer
Stencil Alternatives for Older iPhones
Anti-Aliasing Tricks with Offscreen FBOs
Rendering Anti-Aliased Lines with Textures
Holodeck Sample |
第八階段 |
游戲界面和文本
Text Rendering 101: Drawing an FPS Counter
Simplify with glDrawTexOES
Crisper Text with Distance Fields
Animation with Sprite Sheets
Image Composition and a Taste of Multitexturing
Mixing OpenGL ES and UIKit
Rendering Confetti, Fireworks, and More: Point
Sprites
Finale: SpringyStars |
第九階段 |
光效和紋理的高級(jí)應(yīng)用
Texture Environments under OpenGL ES 1.1
Bump Mapping and DOT3 Lighting
Reflections with Cube Maps
Anisotropic Filtering: Textures on Steroids
Image-Processing Example: Bloom |
第十階段 |
優(yōu)化技巧
Instruments
Understand the CPU/GPU Split
Vertex Submission: Above and Beyond VBOs
Lighting Optimizations
Texturing Optimizations
Culling and Clipping
Shader Performance
Optimizing Animation with Vertex Skinning
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