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A mostly pure OpenGL ES implementation of a 3D graphics engine (for iOS)

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marching-cube/zoo-rendering-engine

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Zoo rendering engine (OpenGL ES / iOS)

This is an old project of mine, a mostly pure OpenGL ES implementation of a 3D graphics engine (for iOS).

Some of the fun features:

  • multiple fragment shaders (to allow for different kind of light algorithms),
  • shadow mapping support,
  • very basic animation support,
  • wavefront .obj file input.

There really is little practical benefit of going back to this project, other than nostalgia/fun. New 3D application should probably be implemented in Unity or Apple's SceneKit, for maximal productivity and feature set.

Work schedule

While I do not plan to put much work into this project anymore, I would like to see it functional and modern again. The minimalistic TODO list is as follows:

  • (DONE) make it build and run with the current Xcode,
  • (DONE) create a storyboard,
  • upgrade to OpenGL ES 3.0,
  • extract rendering code from VC,
  • fix the Ferris wheel animation,
  • drop some more extravagant features (like Fresnel effect),
  • optimise .obj reading code (very slow for not-trivial models),
  • add Mac support,
  • port to Swift (maybe?).

Copyrights and other legalities

Most 3D models, other than the really, really basic cube/sphere examples, were provided curtesy of Piotr Smorawski, and are distributed here under the Creative Commons Licence.

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A mostly pure OpenGL ES implementation of a 3D graphics engine (for iOS)

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