Summary

OpenGL ES is a huge beast. We managed to boil all that down to a size that makes it easily usable for our game programming needs. We discussed what OpenGL ES is (a lean, mean triangle-rendering machine) and how it works. We then explored how to make use of OpenGL ES functionality by specifying vertices, how to create textures, and how to use states such as blending for some nice effects. We also looked a little bit into projections and how they are connected to matrices. While we didn't discuss what a matrix does internally, we explored how to use them to rotate, scale, and translate reusable models from model space to world space. When we use OpenGL ES for 3D programming later, you'll notice that you've already learned 90 percent of what you need to know. All we'll do is change the projection and add a z-coordinate to our vertices. (Well, there are a few more things, but on a high level that's actually it). Before that, though, we'll write a nice 2D game with OpenGL ES. In the next chapter, you'll get to know some of the 2D programming techniques we might need for that.

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