

Kevin Brothaler is the founder of Digipom, a mobile software development shop. He has extensive experience in Android development, and he also manages "Learn OpenGL ES":http://www.
Meer over Kevin BrothalerOpenGL ES 2 for Android
A Quick-Start Guide
Samenvatting
Learn everything you need Android is booming like never before, with millions of devices shipping every day. It's never been a better time to learn how to create your own 3D games and live wallpaper for Android. You'll find out all about shaders and the OpenGL pipeline, and discover the power of OpenGL ES 2.0, which is much more feature-rich than its predecessor. If you can program in Java and you have a creative vision that you'd like to share with the world, then this is the book for you.
This book will teach you everything you need to know to create compelling graphics on Android. You'll learn the basics of OpenGL by building a simple game of air hockey, and along the way, you'll see how to initialize OpenGL and program the graphics pipeline using shaders. Each lesson builds upon the one before it, as you add colors, shading, 3D projections, touch interaction, and more.
Then, you'll find out how to turn your idea into a live wallpaper that can run on the home screen. You'll learn about more advanced effects involving particles, lighting models, and the depth buffer. You'll understand what to look for when debugging your program, and what to watch out for when deploying to the market.
OpenGL can be somewhat of a dark art to the uninitiated. As you read this book, you'll learn each new concept from first principles. You won't just learn about a feature; you'll also understand how it works, and why it works the way it does. Everything you learn is forward-compatible with the just-released OpenGL ES 3, and you can even apply these techniques to other platforms, such as iOS or HTML5 WebGL.
Specificaties
Inhoudsopgave
Acknowledgements
Welcome to OpenGL ES for Android!
1. Getting started
Part 1: A Simple Game of Air Hockey
2. Defining vertices and shaders
3. Compiling shaders and drawing to the screen
4. Adding color and shade
5. Adjusting to the Screen's aspect ratio
6. Entering the third dimension
7. Adding detail with textures
8. Building simple objects
9. Adding touch feedback: Interacting with Our Air Hockey
Part 2: Building a 3D World
10. Spicing things up with particles
11. Adding a Skybox
12. Adding Terrain
13. Lighting up the world
14. Creating a live wallpaper
15. Taking the next step
A1: The matrix math behind the projections
A2: Debugging
Bibliography
Index
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