Table of Contents
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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