Graphics Reference
In-Depth Information
Summary
In this chapter, we introduced a simple OpenGL ES 3.0 program that
draws a single triangle to the screen. The purpose of this introduction
was to familiarize you with several of the key components that make
up an OpenGL ES 3.0 application: creating an on-screen render surface
with EGL, working with shaders and their associated objects, setting
the viewport, clearing the color buffer, and rendering a primitive. Now
that you understand the basics of what makes up an OpenGL ES 3.0
application, we will dive into these topics in more detail, starting in the
next chapter with more information on EGL.
 
Search WWH ::




Custom Search