I recently went from OpenGL ES development of the Android platform to OpenGL ES Development on the iOS platform, so there are some differences in development due to the different platforms, and again the points to note.
1. First, you need to understand the iOS main development framework, once again only to introduce the development of OpenGL ES applications commonly used several:
coregraphics.framework--contains quartz 2D interface (Core graphics frame reference )
foundation.framework--classes and methods that contain Cocoa Foundation Layers (Foundation framework Reference )
Opengles.framework--opengles Framework is a cross-platform version of OpenGL cross-platform 3D rendering library (OpenGL ES Framework Reference )
uikit.framework--contains classes and methods used by the iOS application User interface layer (UIKit Framework Reference )
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foundation.framework--provides basic system services for all applications, with the following functions:
* Create and manage collections, such as creating arrays and dictionaries.
* Access to images and guitar resources stored in the app.
* Create and manage strings.
* Submit and receive notifications.
* Create date and Time objects.
* Automatically discovers devices on the IP network.
* Manipulate the URL stream.
* Execute asynchronous code.
uikit.framework--creates a class that is based on the user Touch interface, which acts as follows:
* Build and manage the user interface.
* Capture touch and move events.
* Renders text and Web content.
* Optimize multi-tasking program.
* Create custom interface elements.
coregraphics.framework--helps to build graphs that work as follows:
* Create a path-based drawing.
* Anti-aliasing rendering.
* Add gradients, pictures and colors.
* Create, display and analyze PDF files.
opengles.framework--provides drawing tools for 3D and
Reference blog:
Http://www.open-open.com/lib/view/open1343210425380.html
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2. Create an iOS platform project:
(1) Select Ios:application->single View application->next.
(2) Fill in the project name.
(3) Import framework: Select Link Binary with Libraries in build phases, click "+" to add, click "-" to delete.
(4) Change the Viewcontroller to inherit the Glkviewcontroller subclass, as shown in.
(5) Run directly at this time there will be a running error, the background report the following error,
(6) The main reason for this error is that Main.storyboard is not bound to Glkview, and the specific workaround is as follows:
With the view item selected, find the custom class on the right and change the class from the original UIView to Glkview.
You can run it correctly after you modify it.
In the follow-up process, I will continue to find problems, and timely update to help me as the beginning of the people.
IOS Platform Development OpenGL ES Program considerations