The first part of the TouchTargets application tutorial has been published in three parts. Chapter 1: Rounding Up OpenGL identifies all of the code we’re trying to remove from the view controller and encapsulate in its own class.
Chapter 2: Pulling Out OpenGL goes over the creation of a new EDOpenGLProgram class that implements the dynamic creation and handling of shader attributes and uniforms. This new class will prove to be very handy as we create new elements for our OpenGL rendering process.
The final chapter, Chapter 3: Converting to the New EDOpenGLProgram Class walks through all of the changes necessary to our view controller to implement the new code.
The next issue we’ll tackle will be drawing text strings in OpenGL space, something that’s an absolute must for developing games, but not supported very well by the basic OpenGL system.