Game Development Reference
In-Depth Information
matrices to rotate, scale, and translate reusable models from model space to world space.
When we use OpenGL ES for 3D programming later, you'll notice that you've already learned 90
percent of what you need to know. All we'll do is change the projection and add a z coordinate
to our vertices (well, there are a few more things, but on a high level that's actually it). Before
that, however, we'll write a nice 2D game with OpenGL ES. In the next chapter, you'll get to
know some of the 2D programming techniques we might need for that.
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