April 2015
Beginner to intermediate
494 pages
10h 26m
English
Let's now see how to apply this particle effect in DroidBlaster:
jni/GraphicsManager.hpp, define a new method to load a vertex buffer.Add an array to store vertex buffer resources:
...
class GraphicsManager {
public:
...
GLuint loadShader(const char* pVertexShader,
const char* pFragmentShader);
GLuint loadVertexBuffer(const void* pVertexBuffer,
int32_t pVertexBufferSize);
private:
...
GLuint mShaders[32]; int32_t mShaderCount;
GLuint mVertexBuffers[32]; int32_t mVertexBufferCount;
GraphicsComponent* mComponents[32]; int32_t mComponentCount;
};
#endifjni/GraphicsManager.cpp, update the constructor initialization list and free vertex buffer resources in stop():... GraphicsManager::GraphicsManager(android_app* ...