Chapter 16OpenGL ES on Mobile Devices

by Nicholas Haemel and Richard S. Wright, Jr.

What You’ll Learn in this Chapter:

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This chapter is a peek into the world of OpenGL ES rendering. This set of APIs is intended for use in embedded environments where traditionally resources are much more limited. OpenGL ES dares to go where other rendering APIs can only dream of.

There is a lot of ground to cover, but we go over many of the basics. There are several versions of OpenGL ES in existence, but we focus on the newest and most relevant, OpenGL ES 2.0. We also cover the windowing interfaces designed for use with OpenGL ES and touch on some issues specific ...

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