Texturing and Shading
In this chapter, you will learn about two common ways to enhance the look of our ES 2.0 applications — texturing and shading. First, I will talk about using single textures and then I will show you how you can combine textures with colors. After this, you will learn using multiple textures with rendered objects. Finally, I will discuss lighting and shading effects in ES 2.0, which are achieved using our own logic for the interaction between surface and light sources.
Vertex Buffer Objects
The per-vertex data, specified (for rendering objects) using arrays, is stored in the main memory; however, when a call to glDraw* (glDrawArrays or glDrawElements) is made, this data must be copied from the main memory to ...