Graphics Programs Reference
In-Depth Information
then worked out a few examples to help you understand the practical differences
between game UI and OpenGL rendering. Finally, we looked at the development of
applications that update the rendering on OpenGL surfaces using the inputs obtained
from buttons and sensors.
In the next chapter, you will learn about the OpenGL ES 2.0 environment on
Android, and then we will create simple ES 2.0 applications to help us develop your
understanding of the basic concepts of a programmable pipeline.
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