Graphics Reference
In-Depth Information
Chapter 2
Hello Triangle: An OpenGL ES 3.0 Example
To introduce the basic concepts of OpenGL ES 3.0, we begin with a simple
example. This chapter shows what is required to create an OpenGL ES 3.0
program that draws a single triangle. The program we will write is just
about the most basic example of an OpenGL ES 3.0 application that draws
geometry. This chapter covers the following concepts:
• Creating an on-screen render surface with EGL
• Loading vertex and fragment shaders
• Creating a program object, attaching vertex and fragment shaders, and
linking a program object
• Setting the viewport
• Clearing the color buffer
• Rendering a simple primitive
• Making the contents of the color buffer visible in the EGL window
surface
As it turns out, a significant number of steps are required before we can
start drawing a triangle with OpenGL ES 3.0. This chapter goes over the
basics of each of these steps. Later in this topic, we ill in the details on
each of these steps and further document the API. Our purpose here is to
get you up and running with your first simple example so that you get an
idea of what goes into creating an application with OpenGL ES 3.0.
 
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