Chapter 2
Implementation Prerequisites
This chapter does not jump straight into ES 2.0 fundamentals, because there are some prerequisites, such as knowledge of device inputs, for implementing OpenGL ES on Android devices. Most coders are prone to errors when working with device inputs, which play a crucial role in making ES 2.0 applications interactive, unless they have a sound understanding of the inputs and the associated classes at work behind the scenes.
Before diving into the basic concepts of the programmable pipeline, I shall explain the efficient usage of user interface (UI) on handhelds. You will learn to use buttons to update the rendering on an OpenGL surface and then we will look into using screen and sensors to obtain inputs, ...
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