推荐实践环境,为OpenGL ES 2.0的?环境、OpenGL、ES

2023-09-06 00:38:42 作者:场腔美胚

我决定学习一些OpenGL ES 2.0的,我想选择一个实践的平台吧。什么涉及到可能的目标平台,也可能是Android设备,iPhone或WebGL的。但我不想花太多的时间和精力来获取环境设置正确。

I decided to learn some OpenGL ES 2.0 and I am trying to pick a practice platform for it. What comes to possible target platform, it could be Android, iPhone or WebGL. But I don't want to spend too much time and effort to get the environment setup properly.

你会推荐的WebGL的快速启动OpenGL ES 2.0的学习还是其他什么东西?

Would you recommend WebGL for a fast start to OpenGL ES 2.0 learning or something else?

编辑:我使用的是Mac,我没有真正的时刻兴趣ES 1.x的

I am using Mac and I am not really interested in ES 1.x at the moment.

推荐答案

如果您在注册为开发者在 iOS开发中心(免费),您可以下载X code和iOS的SDK(再次,是免费的,当你得到对X code 3),其中包括能的OpenGL ES 2.0的模拟器。当然,这假设你有一个苹果来,所有上运行。

If you register as a developer at the iOS Developer Center (free), you can download Xcode and the iOS SDK (again, for free when you get Xcode 3), which includes a simulator capable of OpenGL ES 2.0. This of course assumes you have a Mac to run that all on.

一旦你的SDK,你可以简单地启动X code和创建基于OpenGL ES应用程序模板创建一个新的应用程序。这个应用程序是一个全功能的OpenGL ES 1.1和2.0的iOS应用程序,你可以建立并在模拟器中运行。你可以忽略所有的IOS的特定设置code和专注于在 xxxViewController.m 类,这是其中的OpenGL ES 2.0绘图code谎言。

Once you have the SDK, you can simply start up Xcode and create a new application based on the OpenGL ES Application template. This application will be a fully functional OpenGL ES 1.1 and 2.0 iOS application that you can build and run in the simulator. You can ignore all of the iOS-specific setup code and focus on the -drawFrame method in the xxxViewController.m class, which is where the OpenGL ES 2.0 drawing code lies.

这可以是pretty的快速环境建立与OpenGL ES 2.0的着色器播放。我也尝试了PowerVR的SDK包trenki所暗示的,它是一个涉及多一点得到的东西设置了这一点。如果您使用的是Windows,这将是一个很多更可行的比基于Mac的iOS SDK我在这里描述的解决方案的。

This can be a pretty quick environment to set up for playing with OpenGL ES 2.0 shaders. I've also tried out the PowerVR SDK package that trenki suggests, and it is a little more involved to get something set up with that. If you're on Windows, it will be a lot more viable of a solution than the Mac-based iOS SDK I describe here.

另外一个着色器的开发工具,能派上用场的Mac上的原型是石英作曲家。它配备随着x code和提供各种效果,包括OpenGL着色一个视觉原型环境。我演示做这种原型的一篇文章,我写here.桌面GLSL和在OpenGL ES的实施略有不同,但大部分是在两者之间是相同的。

One other shader development tool that can come in handy for prototyping on the Mac is Quartz Composer. It comes along with Xcode, and provides a visual prototyping environment for all sorts of effects, including OpenGL shaders. I demonstrate an example of doing this kind of prototyping in an article I wrote here. Desktop GLSL and the implementation in OpenGL ES differs slightly, but much is the same between the two.

虽然定位于iOS的,我教一个班的OpenGL ES 2.0的最近作为一门课程的一部分,可以下载的从iTunes U专区是免费的。它可能有助于起床的速度在着色器。

While targeted at iOS, I taught a class on OpenGL ES 2.0 recently as part of a course that can be downloaded from iTunes U for free. It might helpful in getting up to speed on shaders.