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OpenGL ES 2.0 for iPhone

OpenGL ES iPhone tutorial. You can read all posts of this tutorial here: http://blog.csdn.net/kesalin/article/category/1288827

Copyright 2012 kesalin, All Rights Reserved.

Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:

Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.

Neither the name of kesalin nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

Contact kesalin at [email protected] or [email protected]. This is my technology blog: http://blog.csdn.net/kesalin/.

This version is modified and maintained by [email protected].


Screenshots:

Tutorial01: Introduce
01

Tutorial02: Introduce
02

Tutorial03: Transform
03

Tutorial05: Transform & Color
04

Tutorial06: Vertex Buffer Object
06

Tutorial07: Per-Vertex Light
07

Tutorial08: Per-Pixel Light & Toon Shader & Polygon Offset
08

Tutorial09: Load OBJ Model
09

Tutorial10: Texture
10

Tutorial11: Texture Combine with Color
11

Tutorial12: Texture Combine with Texture
12

Tutorial13: Stencil Buffer
13

Tutorial14: Cubemap Texture
14

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