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 screen
loadShaderProgram()to load a vertex and fragment shader and link them together into an OpenGL program
registerComponent()which records a list of
GraphicsComponentto initialize and render
RenderVertex private structure representing the structure of an individual sprite vertex.
Also, declare a few new member variables such as:
mProjectionMatrixto store an orthographic ...