I got the sample code from the developer's center working as well. I hadn't installed the newest version of the SDK out of fear that it wouldn't be backwards compatible, but I'm still able to compile with my older device as a target, so all is well. The first sample program I've played with is an accelerometer graph as it's the first input mechanism I want integrate with openGL.
Lastly I watched a lecture on openGL. It went over the API's involved in running openGL ES on the iPhone and some tricks for a few performance gains. It also introduced a diagnostic tool on the Mac called 'Instruments' which allows for all sorts of data to be collected while running code on the iPhone (or the Mac itself).
Tomorrow I plan on tinkering with the openGL code a bit more. The method I used for graphics programming previously was quite inefficient, and completely unsupported in openGL ES. I suppose it's for the better, as now is the time I need to start going about my work with the focus of organization and performance, and programming at a professional level. Depending on how well that goes I'll start to tie the accelerometer into openGL, and go from there.
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