In this chapter, we put together many of the techniques you have learned throughout the book to discuss some advanced uses of OpenGL ES 2.0. There are a large number of advanced rendering techniques that can be accomplished with the programmable flexibility of OpenGL ES 2.0. In this chapter, we cover the following advanced rendering techniques:
Particle system with point sprites.
Noise using a 3D texture.
In Chapter 8, “Vertex Shaders,” we covered the lighting equations that can be used in the vertex shader to calculate per-vertex lighting. Commonly, to achieve higher quality ...