<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>iOS on Learn OpenGL ES</title><link>https://www.learnopengles.com/category/ios/</link><description>Recent content in iOS on Learn OpenGL ES</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Thu, 10 Apr 2014 17:05:51 +0000</lastBuildDate><atom:link href="https://www.learnopengles.com/category/ios/index.xml" rel="self" type="application/rss+xml"/><item><title>OpenGL Roundup, April 10, 2014: GDC 2014 Report, libgdx 1.0, Data-Oriented Design and More…</title><link>https://www.learnopengles.com/opengl-roundup-april-10-2014-gdc-2014-report-libgdx-1-0-data-oriented-design-and-more/</link><pubDate>Thu, 10 Apr 2014 17:05:51 +0000</pubDate><guid>https://www.learnopengles.com/opengl-roundup-april-10-2014-gdc-2014-report-libgdx-1-0-data-oriented-design-and-more/</guid><description>Top stories GDC 2014 Report libgdx: We’ll go 1.0 next weekend! Recent posts A Performance Comparison Between Java and C on the Nexus 5 How Powerful Is Your Nexus 7? Finishing up Our Native Air Hockey Project with Touch Events and Basic Collision Detection Android native development Android on x86: Java Native Interface and the Android …</description></item><item><title>Finishing Up Our Native Air Hockey Project With Touch Events and Basic Collision Detection</title><link>https://www.learnopengles.com/finishing-up-our-native-air-hockey-project-with-touch-events-and-basic-collision-detection/</link><pubDate>Fri, 08 Nov 2013 14:51:43 +0000</pubDate><guid>https://www.learnopengles.com/finishing-up-our-native-air-hockey-project-with-touch-events-and-basic-collision-detection/</guid><description>In this post in the air hockey series, we’re going to wrap up our air hockey project and add touch event handling and basic collision detection with support for Android, iOS, and emscripten. Prerequisites This lesson continues the air hockey project series, building upon the code from GitHub for ‘article-3-matrices-and-objects’. Here are the previous posts in this series: …</description></item><item><title>OpenGL Roundup, November 4, 2013</title><link>https://www.learnopengles.com/opengl-roundup-november-4-2013/</link><pubDate>Mon, 04 Nov 2013 18:55:43 +0000</pubDate><guid>https://www.learnopengles.com/opengl-roundup-november-4-2013/</guid><description>Android 4.4 for Game Developers APPS WORLD LONDON 2013 New Adventures in C++ with Cinder and More Objectively Stylish — The NYTimes Objective-C style guide. Vivante Unveils Less than 1 mm2 OpenGL ES 2.0 GPU for Wearables and Internet of Things (IoT) Devices Why use a Graphics Library instead of an Engine? (Ex: OpenGL vs Unity) – …</description></item><item><title>OpenGL Roundup, October 1, 2013: Hexscreen 3D Live Wallpaper and more…</title><link>https://www.learnopengles.com/opengl-roundup-october-1-2013-hexscreen-3d-live-wallpaper-and-more/</link><pubDate>Fri, 20 Sep 2013 14:58:15 +0000</pubDate><guid>https://www.learnopengles.com/opengl-roundup-october-1-2013-hexscreen-3d-live-wallpaper-and-more/</guid><description>A fellow developer and blogger, Hisham, has released his Hexscreen 3D Live Wallpaper to the market, and it looks quite cool. Check it out: The wallpaper can be downloaded from Google Play. In other news… Libgdx and Bullet Physics on iOS via RoboVM</description></item><item><title>OpenGL Roundup, September 19, 2013</title><link>https://www.learnopengles.com/opengl-roundup-september-19-2013/</link><pubDate>Thu, 19 Sep 2013 15:30:19 +0000</pubDate><guid>https://www.learnopengles.com/opengl-roundup-september-19-2013/</guid><description>Here’s the beginning of a new series on OpenGL ES 2.0 for iOS, using Apple’s GLKit. GLKit to the max: OpenGL ES 2.0 for iOS – Part 1: GLKit Features OpenGL ES 2: How does it draw? ROBOVM BACKEND IN LIBGDX NIGHTLIES AND FIRST PERFORMANCE FIGURES! – Libgdx is moving to a new backend for iOS …</description></item><item><title>Adding a 3d Perspective and Object Rendering to Our Air Hockey Project in Native C Code</title><link>https://www.learnopengles.com/adding-a-3d-perspective-and-object-rendering-to-our-air-hockey-project-in-native-c-code/</link><pubDate>Wed, 18 Sep 2013 11:45:27 +0000</pubDate><guid>https://www.learnopengles.com/adding-a-3d-perspective-and-object-rendering-to-our-air-hockey-project-in-native-c-code/</guid><description>For this post in the air hockey series, we’ll learn how to render our scene from a 3D perspective, as well as how to add a puck and two mallets to the scene. We’ll also see how easy it is to bring these changes to Android, iOS, and emscripten. Prerequisites This lesson continues the air …</description></item><item><title>OpenGL Roundup, September 12, 2013</title><link>https://www.learnopengles.com/opengl-roundup-september-12-2013/</link><pubDate>Thu, 12 Sep 2013 16:25:36 +0000</pubDate><guid>https://www.learnopengles.com/opengl-roundup-september-12-2013/</guid><description>As some of you may already know, Apple recently announced the iPhone 5s &amp;amp; 5c at their annual iPhone event, and one of the new updates is that the iPhone 5s will also be coming with support for OpenGL ES 3.0! Google announced support for OpenGL ES 3.0 with their release of Android 4.3 not …</description></item><item><title>Loading a PNG into Memory and Displaying It as a Texture with OpenGL ES 2: Adding Support for iOS</title><link>https://www.learnopengles.com/loading-a-png-into-memory-and-displaying-it-as-a-texture-with-opengl-es-2-adding-support-for-ios/</link><pubDate>Wed, 24 Jul 2013 16:12:24 +0000</pubDate><guid>https://www.learnopengles.com/loading-a-png-into-memory-and-displaying-it-as-a-texture-with-opengl-es-2-adding-support-for-ios/</guid><description>In the previous post, we looked at loading in texture data from a PNG file and uploading it to an OpenGL texture, and then displaying that on the screen in Android. To do that, we used libpng and loaded in the data from our platform-independent C code. In this post, we’ll add supporting files to …</description></item><item><title>Calling OpenGL from C on iOS, Sharing Common Code with Android</title><link>https://www.learnopengles.com/calling-opengl-from-c-on-ios-sharing-common-code-with-android/</link><pubDate>Sun, 14 Jul 2013 00:21:48 +0000</pubDate><guid>https://www.learnopengles.com/calling-opengl-from-c-on-ios-sharing-common-code-with-android/</guid><description>In the last post, we covered how to call OpenGL from C on Android by using the NDK; in this post, we’ll call into the same common code from an Objective-C codebase which will run on an iOS device. Prerequisites A Mac with a suitable IDE installed. An iOS emulator, or a provisioned iPhone or …</description></item><item><title>OpenGL Roundup, June 24, 2013</title><link>https://www.learnopengles.com/opengl-roundup-june-24-2013/</link><pubDate>Mon, 24 Jun 2013 17:30:57 +0000</pubDate><guid>https://www.learnopengles.com/opengl-roundup-june-24-2013/</guid><description>Here are some interesting links I’ve come across recently: Cross-platform LIBGDX ROBOVM BACKEND Watch how Valve and Nvidia ported Source to Linux (and GL!) Giveaways Free Book! (Programming 3D Applications in HTML5 and WebGL) OpenGL History of the Modern GPU Series How to write portable WebGL OpenGL ES Particle System Tutorial: Part 1/3 NDK Porting …</description></item><item><title>OpenGL ES Resources and Best Practices</title><link>https://www.learnopengles.com/opengl-es-resources-and-best-practices/</link><pubDate>Tue, 28 May 2013 02:21:02 +0000</pubDate><guid>https://www.learnopengles.com/opengl-es-resources-and-best-practices/</guid><description>The first place to start for OpenGL documentation on the various mobile platforms is straight at the source: Google’s Android documentation has a small amount of info about OpenGL, though not too much. You’ll get an overview of the APIs and learn how to exclude your application from unsupported devices. According to the OpenGL Dashboard, …</description></item><item><title>Developing a Simple Game of Air Hockey Using C and OpenGL ES 2 for Android, iOS, and the Web</title><link>https://www.learnopengles.com/developing-a-simple-game-of-air-hockey-using-c-and-opengl-es-2-for-android-ios-and-the-web/</link><pubDate>Mon, 20 May 2013 15:06:41 +0000</pubDate><guid>https://www.learnopengles.com/developing-a-simple-game-of-air-hockey-using-c-and-opengl-es-2-for-android-ios-and-the-web/</guid><description>Some of you have been curious about what the air hockey game from the book would be like if we brought it over to other platforms. I would like to find out, myself. 🙂 In the spirit of my last post about cross-platform development, I want to port the air hockey project over to a …</description></item><item><title>Site Updates, and Thoughts on Native Development for the Web</title><link>https://www.learnopengles.com/site-updates-and-thoughts-on-native-development-for-the-web/</link><pubDate>Tue, 30 Apr 2013 12:08:45 +0000</pubDate><guid>https://www.learnopengles.com/site-updates-and-thoughts-on-native-development-for-the-web/</guid><description>I’ve recently been spending time travelling overseas, taking a bit of a break after reaching an important milestone with the book, and also taking a bit of a rest from working for myself! The trip has been good so far, and I’ve even been keeping up to date with items from the RSS feed. Here …</description></item><item><title>OpenGL ES Roundup, March 9, 2012</title><link>https://www.learnopengles.com/opengl-es-roundup-march-9-2012/</link><pubDate>Sat, 10 Mar 2012 08:00:01 +0000</pubDate><guid>https://www.learnopengles.com/opengl-es-roundup-march-9-2012/</guid><description>Thank yous and mentions A big thank you goes to the following guys who have recently kindly featured Learn OpenGL ES: The Khronos Group. The Khronos Group is a non-profit, member-funded consortium dedicated to open and royalty-free standards for graphics, parallel computing, and dynamic media. There is a lot of cool stuff going on over …</description></item></channel></rss>