Graphics Programs Reference
In-Depth Information
Adding the Player Object
The
Main
class in the
TANK FENCE ELEMENTS 1
application is identical to
the
Main
class from the
TOUCH ROTATION
application (Figure 2-16), inside the
rendered object.
The Renderer class (
GLES20Renderer
) is also similar to the one we created
at the beginning of this chapter. The only difference is the naming convention
(for example,
_tankProgram
in place of
_triangleProgram
) and the field
_tankUMVPLocation
.
_tankUMVPLocation
is the location of uniform vari-
able
uMVP
(of type
mat4
). Recall that this matrix is used to transform the vertices
of the rendered object, in this case, the vertices of the tank (that is, the Player object
you modeled in Blender).
Now, turn your attention to the
inittank
method in the Renderer class. Also
open the file
tankFence5.txt
(parser's output) in any text editor. In the
tankFence5.txt
file, scroll down to the block “vertex:”. As mentioned previ-
ously, the mesh data in every block follows the same order as in the “color:” block.
So, the following set of vertices in the
tankFence5.txt
file corresponds to the
vertex
float
array for the Plane object:
10.000000f,-10.000000f,0.000000f,
-10.000000f,-10.000000f,0.000000f,
10.000000f,10.000000f,0.000000f,
-10.000000f,10.000000f,0.000000f,
Similarly, the set of vertices from
"-1.562685f,-2.427994f,0.000000f,"
to
"0.781342f,3.437026f,1.500000f,"
corresponds to the vertex
float
array for the Player object (that is, the tank initialized in the
inittank
method).
The
float
array
tankVFA
(in the
inittank
method) is composed of these ver-
tices, and they have been copied from the “vertex:” block in the output text file.
Below this block, the “index:” block contains indices, representing triangle meshes.
The following sets of indices correspond to the index
short
array for the Plane ob-
ject:
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