Graphics Reference
In-Depth Information
Summary
This chapter covered 2D and 3D transforms. You learned a bit about matrix math, and how
to create 3D scenes with Core Animation. You saw what the back of a layer looks like and
learned that you can't peer around objects in a flat image. Finally, this chapter
demonstrated that when it comes to handling touch events, the order of views or layers in
the hierarchy is more significant than their apparent order onscreen.
Chapter 6 takes a look at the specialized CALayer subclasses provided by Core Animation
and their various capabilities.
 
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