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iPhone 3D Programming: Developing Graphical Applications with OpenGL ES [Kindle Edition]

Philip Rideout
3.4 out of 5 stars  See all reviews (10 customer reviews)

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Book Description

What does it take to build an iPhone app with stunning 3D graphics? This book will show you how to apply OpenGL graphics programming techniques to any device running the iPhone OS -- including the iPad and iPod Touch -- with no iPhone development or 3D graphics experience required. iPhone 3D Programming provides clear step-by-step instructions, as well as lots of practical advice, for using the iPhone SDK and OpenGL.You'll build several graphics programs -- progressing from simple to more complex examples -- that focus on lighting, textures, blending, augmented reality, optimization for performance and speed, and much more. All you need to get started is a solid understanding of C++ and a great idea for an app.Learn fundamental graphics concepts, including transformation matrices, quaternions, and moreGet set up for iPhone development with the Xcode environmentBecome familiar with versions 1.1 and 2.0 of the OpenGL ES API, and learn to use vertex buffer objects, lighting, texturing, and shadersUse the iPhone's touch screen, compass, and accelerometer to build interactivity into graphics applicationsBuild iPhone graphics applications such as a 3D wireframe viewer, a simple augmented reality application, a spring system simulation, and moreThis book received valuable community input through O'Reilly's Open Feedback Publishing System (OFPS).

Product Description

About the Author

Philip Rideout has been a fanatic of real-time graphics programming for over a decade. He has held positions at several pioneering graphics companies, including Intergraph, 3Dlabs, and NVIDIA. Philip currently works at Medical Simulation Corporation in Denver, where he develops new ways to visualize the inside of the human body.

Product details

  • Format: Kindle Edition
  • File Size: 3868 KB
  • Print Length: 440 pages
  • Simultaneous Device Usage: Unlimited
  • Publisher: O'Reilly Media; 1 edition (3 May 2010)
  • Sold by: Amazon Media EU S.à r.l.
  • Language: English
  • ASIN: B0043M56Y6
  • Text-to-Speech: Enabled
  • X-Ray:
  • Word Wise: Not Enabled
  • Average Customer Review: 3.4 out of 5 stars  See all reviews (10 customer reviews)
  • Amazon Bestsellers Rank: #498,219 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
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Customer Reviews

Most Helpful Customer Reviews
7 of 7 people found the following review helpful
3.0 out of 5 stars Better than the average 27 Jun. 2010
By Michele
The book does a valiant attempt at providing an introduction to openGL ES programming on iPhone. Covers both ES 1.0 and ES 2.0.

This is the only book, this far, which at least attempts at giving some information on skeletal animation.
It seems there are no good books on this subject. This one is the very best so far, or at least the one which sucks the least.

It could have been developed a little, more, it is tiny. Whether or not it contains enough maths is a matter of personal taste, I would have liked certain concepts developed a little more.
This book tries very hard to give an "educational value" treatment of the matter, while being careful not to point at anything which could be translated in a useful context.
The author gives no idea on how to translate a rigid body model, muych less a skinned model with animation, import it and display it: everything is built either with parametric curves or straight from code.

This book teaches you 3d OpenGL techniques, but does not actually want that you learn how to produce anything which could be remotely useful on your own.
It is a lot better than clearly inferior title such as the official guide to Open GL ES2.0, which is completely useless, in comparison. This book will point you in sorts of the right direction and abandon you half way through.
About 50 - 100 pages more and this book could have been a lot better, almost perfect. Unfortunately this is not the case.

How do you import collada or wavefront? What is POD format? How do you go from your 3d animation program to iPhone? These questions go unanswered.
This book does not give a clue, rather, it inserts simplistic models vertex by vertex, directly in C code.
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1 of 1 people found the following review helpful
5.0 out of 5 stars Excellent and funny 4 Oct. 2010
By Zmippie
This book happened to be perfect for my current project, a game-like application built entirely in C++ and OpenGL, to be delivered on Apple's iOS platform. Already in chapter 1, Philip Rideout explains exactly which steps should be taken to build a barebones (even stripped down) OpenGL ES application on an iPhone device. He, luckily, restricts talking about Objective C to the bare minimum (glueing your app to iOS) and uses C++ throughout the book.

For me, the 17 GBP I spent were worth it easily on chapter 1 alone, but there's much more stuff covered in this book. Philip throws a lot of stuff into the mix which isn't neccessarily iPhone-specific, but points you to some really nice techniques in both OGL ES 1.1 and 2. The pace is fast and Philip doesn't always go into all the details, which is what I like (he treats his readers as smart people).

As an added bonus, the author is also one of the very few technical writers who manages to put some real humour into a technical book. Many make an attempt, but fail, but the jokes in "iPhone 3D Programming" made me look up if the author was british (he isn't, he's from Colorado).

To the other reviewer who's complaining about what is missing from the book: none of the things you mention are iPhone-specific. Even a very comprehensive book like Jason Gregory's "Game Engine Architecture" will not provide you with all the answers you're looking for. Face it: this industry requires you to go out and research the enormous amount of different subjects yourself, there is no "one book" that covers them all.
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1 of 1 people found the following review helpful
5.0 out of 5 stars Great for a C++ programmer 18 Jan. 2011
By G. Gray
Format:Paperback|Verified Purchase
Excellent book for a C/C++ programmer that's not too interested in learning Objective C and Cocoa. It starts by making an Objective C wrapper which is just enough to interface with iOS and pass along all the messages to the C++ backend for processing. Why should you do this? Portability. Approaching your game this way will enable you to port it much quicker and easier to Android, or even develop in tandem.

I've got a background in games development with OpenGL and DirectX so all the concepts were easy enough to understand, but I wouldn't recommend this to a beginner. I'd also suggest getting the Official Guide to OpenGL ES 2.0 to go with it as a complete reference to all OpenGL ES functions.
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2.0 out of 5 stars Nice treatment, shame about the maths code 4 Sept. 2011
This book shows how to develop in OpenGL ES1.1 and ES2.0 using C++ (popular in games and 3D programming) in conjunction with Objective C. Generally it's quite a nicely put together book.

However, it's quite disappointing to see that some very basic maths in the sample code is wrong and/or confused. For example, the Frustum matrix has a very simple typo with an incorrect entry which creates feasible looking but incorrect projections. But even more crucially, some basic maths operations have been implemented incorrectly: for example, both Matrix x Vector and Matrix x Matrix operations produce the wrong result. As far as I can tell, the author has over-compensated for the fact OpenGL takes matrices in column-major format.

So as a general book on how strategies for setting up OpenGL projects for ES1.1 and ES2.0 and related techniques, it's nice. But I'd advise any reader to not trust the sample code for real projects -- or you'll spend quite a few hours working out why things don't work as they should, only to track down bugs in the Matrix class etc. I think there's a lesson to be learned here for the author regarding the usefulness of unit tests!
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Most Recent Customer Reviews
3.0 out of 5 stars OK, but needs more focus
The book provides tutorials for creating a few simple OpenGL ES apps for ios. Strangely the bulk of the sample code is in C++ rather than objective C, so it can't be considered as... Read more
Published on 29 Dec. 2012 by S J S Lethbridge
3.0 out of 5 stars A good attempt, useful if you already know OpenGL/C++
I read through this book when having to develop a 3D solution as part of a new project. It was arguably the best book on the matter -- at least back then, but is not great for 3D... Read more
Published on 8 Sept. 2012 by Stephan
5.0 out of 5 stars Clear, Concise, does what it says on the cover
After going through about 5 programming books so far this year, i have to say this is up there with my Favorites of all time. Read more
Published on 17 April 2012 by Dev
3.0 out of 5 stars Author is clearly a better programmer than me
Familiarity with multi dimension Matrix and vector maths are required to understand the first third of the book along with a solid understanding of advance C++ syntax such as... Read more
Published on 16 Jan. 2012 by Martin
4.0 out of 5 stars Great book but lacks solid foundation
This book gives an indepth solid knowledge of OpenGL ES. What this book lacks is a solid treatment of Objective-C hierarchy. Read more
Published on 27 Dec. 2010 by Alex
1.0 out of 5 stars This book is incorrectly titled.
The book should be called iPhone 3D programming for C++ programmers. For a C++ programmer wanting to know how to minimize the use of Objective C this would be a great book. Read more
Published on 29 Oct. 2010 by WontGetFooledAgain
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