Graphics Programs Reference
In-Depth Information
Chapter
3
ES 2.0 Fundamentals
In the previous chapter you learned about the relationship between inputs for game-
play and transformations of OpenGL ES rendered graphics. I discussed the
Tank
Fence
game and the functioning of
GAME MENU
application. Finally, we worked out
methods to respond to events fired from button-views and sensors.
ics using the GPU and resolve hardware accelerated graphic rendering details into a
suitable form to teach the practical usage of OpenGL ES 2.0 API. My focus is on
explaining programmable graphic rendering concepts, such as
GLSL
, through basic
examples, rather than explaining object-oriented principles for creating an ES 2.0 ap-
plication framework.
EGL on Android
API. It helps perform various important steps, from setting up a connection with (nat-
ive) display to allowing the use of ES 2.0 functions. Fortunately on Android, most of
the following steps are automatic:
1.
EGL initialization
, after its connection with the native display
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