June 2013
Intermediate to advanced
346 pages
8h 42m
English
| Foreword |
| Acknowledgments |
| Welcome to OpenGL ES for Android! |
| What Will We Cover? |
| Who Should Read This book? |
| How to Read This Book |
| Conventions |
| Online Resources |
| Let’s Get Started! |
| 1. | Getting Started |
| Installing the Tools |
| Creating Our First Program |
| Initializing OpenGL |
| Creating a Renderer Class |
| Using Static Imports |
| A Review |
| 2. | Defining Vertices and Shaders |
| Why Air Hockey? |
| Don’t Start from Scratch |
| Defining the Structure of Our Air Hockey Table |
| Making the Data Accessible to OpenGL |
| Introducing the OpenGL Pipeline |
| The OpenGL Color Model |
| A Review |
| 3. | Compiling Shaders and Drawing to the Screen |
| Loading Shaders |
| Compiling Shaders |
| Linking Shaders Together into an OpenGL Program |
| Making the Final Connections |
| Drawing to the Screen |
| A Review |
| Exercises ... |
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