Summary

You should now know the basics of 3D graphics programming with OpenGL ES. You learned how to set up a perspective view frustum, how to specify 3D vertex positions, and what is the z-buffer. You also saw how the z-buffer can both be friend and foe, depending on whether it is used correctly. You created your first 3D object: a texture cube, which turned out to be really easy. Finally, you learned a little bit more about matrices and transformations, and created a hierarchical and very simple camera system. You'll be happy to know that this was not even the tip of the iceberg. In the next chapter, we'll revisit a couple of topics from Chapter 7 in the context of 3D graphics programming. We'll also introduce a few new tricks that will come ...

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