June 2013
Intermediate to advanced
346 pages
8h 42m
English
We spent a good part of the last two chapters laying down a basic foundation for our application: we learned how to define the structure of an object using an array of attributes, and we also learned how to create shaders, load and compile them, and link them together into an OpenGL program.
Now it’s time to start building on this foundation and making the final connections. In the next few steps, we’re going to put the pieces together, and then we’ll be ready to draw the first version of our air hockey table to the screen.
Before we start using an OpenGL program, we should validate it first to see if the program is valid for the current OpenGL state. According to the OpenGL ES 2.0 ...
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