iPhone Developers Conference

OpenGL ES for General Applications

5:15 - 6:30pm on Saturday, October 17 2009 in Milstein Hall

Nearly a decade ago, OpenGL evolution changed dramatically from a configurable fixed-function pipeline (OpenGL 1.x and OpenGL ES 1.1) to a programmable shading pipeline (OpenGL 2.x and OpenGL ES 2.0), and applications quickly embraced this revolution.

With iPhone 3GS supporting OpenGL ES 2.0, this session will look at three major areas of programmable shading.

- Adapting (and optimizing!) existing fixed function applications to programmable shaders.
- Porting shaders from OpenGL 2.x to OpenGL ES 2.0 (and coincidently, OpenGL 3.x!).
- Examining techniques for providing shader “fallbacks” to an equivalent OpenGL ES 1.1 fixed-function method, enabling an application to also run on iPod Touch and iPhones prior to the iPhone 3GS.

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2.00 (13 votes)
Bill Licea-Kane:
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A presentation with much more visuals would have worked much better (IMHO). More demos would have probably excited the crowd a lot more. I can't argue that the session was not advanced. :)

Sunday, October 18 2009, 11:09am

This should have been targeted more specifically toward the iPhone. I think too much ground was covered. I like a fast pace, but this was too fast. It either needed more time or less content. It would have been nice if he concentrated more on showing us how to do the stuff we used to do in OpenGL ES 1.1 the new 2.0 way.

Tuesday, October 20 2009, 3:35pm

I read Bill Licea-Kane's biography afterwards and it explains his talk. It was basically a very deep dive into OpenGL shaders. I was scratching my head because the presentation did not match the description. I'm still not sure re-reading the above that's what was discussed.

Unfortunately the audience was lost after a few minutes. Bill obviously has deep knowledge and had a nice demo, but a basic "what are shaders" and "why did OpenGL 2.x drop everything you know" would have gone a long way.

Tuesday, October 20 2009, 4:40pm

Thanks for the feedback.

I obviously struggled with how much of the basics to provide, but probably erred on the side of advanced since there would be another OpenGL ES session as well -- unfortunately, I was surprised that session was on Sunday, *after* my session. (I clearly misread the schedule!)

I concentrated on porting shaders since this will probably be the major task for general applications on the iPhone for the next year or so.

The shader equivalents to fixed function you can find in the books in the resource list, or by searching the web. (I'll add another example to make that more explicit.)

And the fall-backs from shaders to fixed function we discussed, but I'll add in a couple of more explicit examples too.

I'll update my slides this weekend and try to get them posted here soon.

In the meantime, hope you are excited by what can be done with shaders on the iPhone 3GS, and start hitting the resources.

Friday, October 23 2009, 8:33am

I think the description of this talk led me to believe it would be a general talk about Open GLES on the iPhone. It was way over my head and for that reason, hard for me to follow. Were I more knowledgeable about OpenGL ES, and tried a shader or two this would have been more useful.

Tuesday, October 27 2009, 12:31am