Learn OpenGL ES: For Mobile Game and Graphics Development by Prateek Mehta

By Prateek Mehta

Are looking to create refined video games and graphics-intensive apps? research OpenGL ES will get you began instantly with OpenGL ES. After gaining knowledge of the fundamentals of OpenGL ES itself, you are going to fast end up writing and development video game apps, with no need to benefit approximately item orientated programming techniques.

This ebook demonstrates using a strong open-source modeling software, Blender. you can be guided, step-by-step, during the improvement of Tank Fence, a dynamic, interactive 3D video game. alongside the best way you'll achieve talents in construction apps with Eclipse and the Android SDK or NDK, rendering portraits utilizing acceleration, and multithreading for functionality and responsiveness. iOS builders also will locate this book's details important whilst writing their apps.

You'll examine every little thing you want to understand about:
* growing easy, effective online game UIs
* Designing the elemental development blocks of an exhilarating, interactive 3D game
* Pulling all of the components including Blender, a strong open-source device for modeling, animation, rendering, compositing, video modifying, and online game creation
* Taking the following enormous step utilizing customized and in-built capabilities, texturing, shading, mild resources, and more
* Refining your cellular video game app via collision detection, player-room-obstacle sessions, and garage classes
* Doing all this successfully on cellular units with restricted assets and processing

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0 applications in the source code, we created a separate Renderer class—GLES20Renderer—similar to the Renderer class from the GL SURFACE application (Listing 3-3). Listing 3-3. GL_DEPTH_BUFFER_BIT); } } After specifying the Renderer object, add this surface to the view hierarchy of the current activity using the setContentView method discussed in Chapter 2. Renderer Thread Using the GLSurfaceView class and the addContentView method, we can conveniently decouple OpenGL ES graphics from XML-based views (discussed in Chapter 2, section “Setting Views Using setContentView and addContentView”), so that the XML-based views get displayed on top of the rendering surface hosting the 3D graphics (as shown in Figure 3-1).

Listing 2-12. abs(_touchedX - touchedX); We get the device width by accessing the display metrics members, and we obtain the ratio of dx to the device width. We then convert this ratio into degrees, which can be used by the rotate matrix to rotate the object. This concept is utilized by the TOUCH ROTATION application (Figure 2-16), in the source code for this chapter. This application (via class Main) also takes into account the direction (left or right) in which the finger moves across the screen so as to handle clockwise and anticlockwise rotations separately.

It is not the smallest element on the display screen. The display device has the responsibility to determine what should be the smallest addressable screen element; however, these elements are way too small to be noticed individually, which is why they are combined in groups to form pixels. Double Buffering Based on what we’ve discussed so far, you might think that, when we update OpenGL ES graphics using the Renderer class (on a frame by frame basis), we only affect a single color buffer associated with the EGL window.

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