Game Development Reference
In-Depth Information
Here we always enable and disable blending. This causes a redundant
state changes. A better approach is to save the value of the previously
set blending mode and toggle it only when necessary.
The complete source code is in the Canvas.cpp and Canvas.h iles from the 4_Canvas
project. Usage of the canvas is trivial. For example, use this one-liner call to render
a semi-transparent magenta rectangle:
Canvas->Rect2D( 0.1f, 0.1f, 0.5f, 0.5f, vec4( 1, 0, 1, 0.5f ) );
The example 4_Canvas shows you how to use the canvas, and produces an image similar to
the following diagram, which shows overlays rendering using Canvas :
There's moreā€¦
The canvas is a placeholder for different immediate rendering functions. In the next two
chapters, we will augment it with other methods to render the user interface of our games.
See also
F Unifying the OpenGL 3 core proile and OpenGL ES 2
F Unifying the GLSL 3 and GLSL ES 2 shaders
F Unifying vertex arrays
F Creating a wrapper for textures
 
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