Chapter    3

ES 2.0 Fundamentals

In the previous chapter you learned about the relationship between inputs for gameplay and transformations of OpenGL ES rendered graphics. I discussed the Tank Fence game and the functioning of GAME MENU application. Finally, we worked out methods to respond to events fired from button-views and sensors.

Here, in Chapter 3, we start working on ES 2.0 fundamentals, so we can render graphics using the GPU and resolve hardware accelerated graphic rendering details into a suitable form to teach the practical usage of OpenGL ES 2.0 API. My focus is on explaining programmable graphic rendering concepts, such as GLSL, through basic examples, rather than explaining object-oriented principles for creating an ES 2.0 application ...

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