Summary

OpenGL ES is a huge beast. We managed to boil all that down to a size that makes it easily usable for our game programming needs. We discussed what OpenGL ES is (a lean, mean triangle-rendering machine) and how it works. We then explored how to make use of OpenGL ES functionality by specifying vertices, how to create textures, and how to use states (such as blending) for some nice effects. We also looked a little bit into projections and how they are connected to matrices. While we didn't discuss what a matrix does internally, we explored how to use them to rotate, scale, and translate reusable models from model space to world space. When we use OpenGL ES for 3D programming later, you'll notice that you've already learned 90 percent of ...

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