April 2015
Beginner to intermediate
494 pages
10h 26m
English
Let's now see how to implement a sprite batch in DroidBlaster:
jni/GraphicsManager.hpp. Create the class GraphicsComponent, which defines a common interface for all rendering techniques starting with sprite batches. Define a few new methods such as:getProjectionMatrix() which provides an OpenGL matrix to project 2D graphics on screenloadShaderProgram() to load a vertex and fragment shader and link them together into an OpenGL programregisterComponent() which records a list of GraphicsComponent to initialize and renderCreate the RenderVertex private structure representing the structure of an individual sprite vertex.
Also, declare a few new member variables such as:
mProjectionMatrix to store an orthographic ...