![]() 9 Chapter 2: Choosing a Video Mode Getting a List of Valid Display Modes Letting the User Choose a Video Mode Chapter 3: OpenGL for the Mac Initializing OpenGL Drawing an OpenGL Scene Working with Text in OpenGL Displaying Windows in a Full-Screen Context Chapter 4: OpenGL Optimizations Macro Optimizations Caching the OpenGL State The Transform Hint Normals Colors Reading Pixels Know when to use glbegin/end or Vertex Arrays Optimizing VRAM Chapter 5: PowerPC Math Optimizations AltiVec for Faster Matrix Multiplies Fast Vector Normalizing Chapter 6: Vertex Array Range Initializing Vertex Array Range Drawing with VAR Issues with VAR Chapter 7: Calculating the Frame Rate Chapter 8: Gamma Fades. 1 Chapter 1: Development Tools for the Mac. Special thanks to the following people who have made my life easier over the years in this business: Chris Bentley and the entire ATI group, George Warner, Eric Klein, Tuncer Deniz, Peter Cohen, Phil Sulak, and many others who I m sure I ll hear from since I forgot to put their names in this list.ģ iii Table of Contents Introduction. registered in the United States and other countries. Apple, the Apple logo, Mac, Macintosh, QuickDraw, QuickTime, Sherlock, Carbon, Rendezvous are trademarks of Apple Computer, Inc. Where those designations appear in this book, Pangea Software, Inc. Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Trademarks Pangea Software, the Pangea Software logo, Bugdom, Nanosaur, Cro-Mag Rally, Enigmo, Weekend Warrior, and Otto Matic are registered trademarks of Pangea Software, Inc. The Author and Publisher shall not be liable in any event for incidental or consequential damages in connection with, or arising out of, the furnishing, performance, or use of these programs. The Author and Publisher make no warranty of any kind, expressed or implied, with regard to these programs or the written documentation contained in this book. These efforts include the development, research, and testing of the claims and programs to determine their effectiveness. ![]() Limits of Liability and Disclaimer of Warranty The Author and Publisher of this book have used their best efforts in preparing the book and the programs contained in it. Grant of License Purchasers of this book may freely include the source code contained in this book in their own software projects. No part of this book or the included CD may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage and retrieval system, without prior written permission from Pangea Software, Inc. Austin, TX Printed in the United States of America First Edition ISBN: Pangea Software, Inc. 1 Pangea Software s Ultimate Game Programming Guide for Mac OS X Brian GreenstoneĢ Pangea Software, Inc John Simpson Ct.
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