Monday, August 20, 2012

An Introduction to SceneKit

One of the things that surprises most people when they first start graphics programming with OpenGL on the Mac or OpenGL ES on iOS is that, until very recently, there wasn't any Apple-provided libraries for loading or managing objects or scenes. You had to roll your own code for loading objects, doing skeletal animation, and managing all your objects.In iOS 5 we got GLKit, which added a lot of higher-level functionality missing from OpenGL ES. It notably does not include object loading or scene graph management, two of the most fundamental needs of 3D programs.Then, in one of the early Mountain Lion previews, something called SceneKit showed up. I'd been hearing bits and pieces about SceneKit before it was released, but had honestly assumed...

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