The Best of Both Worlds: Mixing UIKit With OpenGL
by Noel Llopis on Mar 13, 2010
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A lot of people think that choosing to use OpenGL means giving up on all the goodies that UIKit provides. Nothing could be further from the truth! In this session we'll show how to combine OpenGL views...
A lot of people think that choosing to use OpenGL means giving up on all the goodies that UIKit provides. Nothing could be further from the truth! In this session we'll show how to combine OpenGL views with other UIKit elements, how to transfer graphics data back and forth, and even how to have multiple OpenGL views. Finally, we'll cover best practices and performance measurements of what can be achieved combining the two systems.
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- Those are some of the reasons more casual games use it
- Those are some of the reasons more casual games use it
- Those are some of the reasons more casual games use it
And that’s what most games do on the iPhone as well
But it doesn’t have to be that way
The problem is that the UIKit is designed to be mostly static with animations in responses to events.
Scene needs to be composed every time
The problem is that the UIKit is designed to be mostly static with animations in responses to events.
Scene needs to be composed every time
Source code on my web site
Source code on my web site
- UIKit elements on top - OpenGL -> UIKit (send bouquet)
- UIKit -> OpenGL text from text field to texture