iOS Apps with REST APIs by Christina Moulton

By Christina Moulton

Making your first quick app that makes use of an online provider might be overwhelming. it sort of feels like all time you are trying to determine it out you simply upload extra issues to profit in your checklist: leisure, Alamofire, parsing JSON, OAuth, App shipping protection, environment headers, … however it doesn’t must be complicated.

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For the devices targeted by OpenGL ES, minimizing memory footprint is an important design criterion. x support no longer need to include this driver. 0 EGL OpenGL ES commands require a rendering context and a drawing surface. The rendering context stores the appropriate OpenGL ES state. The drawing surface is the surface to which primitives will be drawn. The drawing surface specifies the types of buffers that are required for rendering, such as a color buffer, depth buffer, and stencil buffer.

0 made it optional whether the driver would support online compilation of shaders. The intent was to reduce the memory requirements of the driver, but this achievement came at a major cost to developers in terms of having to rely on vendor-specific tools to generate shaders. 0, all implementations will have an online shader compiler. •• Non-square matrices—New matrix types other than square matrices are supported, and associated uniform calls were added to the API to support loading them. Non-square matrices can reduce the instruction count required for performing transformations.

Appendix B—Built-In Functions Appendix B provides a reference for all of the built-in functions available in the OpenGL ES Shading Language. Appendix C—ES Framework API Appendix C provides a reference for the utility framework we developed for the book and describes what each function does. 0 Reference Card, copyrighted by Khronos and reprinted with permission. 0, along with all of the types, operators, qualifiers, built-ins, and functions in the OpenGL ES Shading Language. Example Code and Shaders This book is filled with example programs and shaders.

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