I appreciate the kind words in the video. It definitely makes the class feel it's worth it.
Do you have course notes for both semesters of the class? Spring session notes can be found here in HTML format (VoodooPad format here ) and autumn notes here (VoodooPad format here ). The links in iTunes U are not very obvious to them, and they contain many links to OpenGL ES resources, which I thought were valuable, as well as the entire sample code that I demonstrate in classes.
I like the work that various Stanford instructors have done with their classes on OpenGL ES as part of the iPhone app development course ( also on iTunes U ). They provide a different perspective of the API than I do, and we both come to it without assuming you know OpenGL.
According to Bart, Jeff LaMarche's “OpenGL ES from Earth Up” is an extremely popular reason, and he has been publishing unpublished chapters from his book on OpenGL ES 2.0 recently.
For books, I highly recommend the Philip Rideout iPhone 3D Programming , which introduces the basics like math and goes all the way to some pretty advanced methods. It is also one of the few books devoted to a lot of time with OpenGL ES 2.0.
However, the best thing I offer to learn about OpenGL ES is not to waste your time reading books and articles, but to actually formulate a simple project and try to implement it. Find examples of applications that do many of the things you want, and choose them separately. Go back to these resources when you come across brick walls and you will understand how all concepts fit together. I knew very little about OpenGL when I started using my first application, but I built small pieces and separate prototypes until I learned enough to put together something that worked.
In your case, I would very carefully look at the resources related to the answers to the question “ GLSL for simple water surface effects ” that do exactly what you want. One implementation uses OpenGL ES 1.1, other 2.0-style shaders. Choose the way you want to go ( my personal recommendation is to study the shaders now ) and try to make a crude functional application while working on the above videos and reading the material.
Brad larson
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