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Any of you App developers using openGL? Is it worth the devlopement time or just a pain in the ass? I have a developer wanting to switch his UI elements from flat, alpha, pixel perfect pngs to a more robust, scalable solution. The reason for switching is to allow for more interesting transitions and easy porting over to the iPad... not sure if it's worth it. The quality of the graphics seem too simplistic but maybe I'm just not seeing the good openGL stuff. Any good examples of OpenGL Apps that you've seen lately?
The UI is OpenGL ES accelerated anyway, why doesn't he write a new transition and apply it when he pushes the view?
I don't know enough about the development process to be able to answer that. I just make the pretties.
But we developed one App using pngs that were mapped to basic squares in openGL and it kinda miffed the alpha transparency on things.
OpenGL is the state of the art for 3d graphics but it's not an easy API.
what you talking about willis...
Just had a chat with a mate of mine who's well into his OpenGL shit and he said you need to explicitly set the glBlendFunc otherwise it uses Cocoa2D blending. It's all in the docs ...apparrently.
@lukus_W - You're grossly misinformed. Not sure where you went to school, but I was always taught trig as part of the Maths syllabus. Although I never did very much with OpenGL, but I've done lots of bits and bobs with DirectX since DX7 (back when I was 11 or 12) and I can tell you now it's not some game maker WYSIWYG bullshit. It's a massive set of tools that range from low level graphics hardware manipulation all the way up to primitive creation and prebuilt pixel/vertex shaders. OpenGL, while differing in terms of architectural decisions, is similar in what it provides to developers.
@spraycan - C is just a language, some people find it harder to get their heads round because of it's procedural nature and kinda wacky syntax.