Chapter 15Taking the Next Step

We’ve finally made it to the last chapter! To start off, we’ll take a look at a couple of ways of expanding our reach beyond Android alone. We’ll go over a couple of cross-platform frameworks and approaches that can help out with this, and we’ll evaluate the pros and cons of each approach.

We’ll also take some time to review some of the more advanced areas of OpenGL that go beyond what we’ve learned in this book, including multitexturing, anisotropic filtering, and antialiasing (AA), as well as techniques that can be particularly useful in 2D games and applications, such as billboarding and texture atlasing. We’ll also take a quick look at what’s coming down the pipeline in OpenGL ES 3.0.

As we review the material, ...

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