CONTENTS

Chapter 1: Getting Started

Software Requirements

Downloading the Book’s SDK

Importing Projects

The Template

Summary

Chapter 2: Setting Up Your Graphic Projections

The Three Basic Types of Projections

Orthographic 2D Projection

Orthographic Projection

Perspective Projection

Summary

Chapter 3: Dealing with Complex Geometry

The Wavefront File Format

Preparing the OBJ Viewer Code

Loading an OBJ

Building the Shaders

Building the VAO

Rendering Momo

Handling Touche

Per-Vertex Lighting

Making Momo Furrier

Summary

Chapter 4: Building a Scene

Handling Multiple Objects

The Code Structure

Loading and Drawing the Scene

The Shaders Code

The Different Object Types

The Drawing Sequence

Fixing the Scene

Per-Pixel Lighting

Summary

Chapter 5: Optimization

The Base App

Triangles to Triangle Strips

Building Triangle Strips

Texture Optimization

Adding 16-Bit Texture Conversion

PVR Texture Compression

Faking Details

Geometry and Shaders LOD

Texture Atlas

Managing States in Software

Automatic Shader Optimization

Summary

Chapter 6: Real-Time Physics

Types of Physical Objects

Physics Shapes

Using Bullet

Hello Physics

Collision Callbacks, Triggers, and Contacts

2D Physics

3D Physics

Summary

Chapter 7: Camera

Touch and Go!

The Camera Frustum

Camera Fly Mode

First-Person Camera with Collision Detection

3D Camera Tracking

Third-Person Camera with Collision

Summary

Chapter 8: Pathfinding

Recast and Detour

Navigation

Creating the Navigation Mesh

3D Physics Picking

Player’s Auto Drive

Visualizing the ...

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