Interfacing OpenGL ES with Android

In addition to defining OpenGL ES, The Khronos Group defines a supplemental standard called EGL that defines what it takes to use the OpenGL ES APIs on a native platform such as Android. EGL stipulates that you need to get an EGL context based on device-dependent configuration specs. Once you have this EGL context, then you can pass an Android UI object to this context to get the interface that allows you to call all the OpenGL methods. The next three subsections will cover these topics:

• Getting an EGL context

• Associating a drawing surface with OpenGL ES through the EGL context

• Disassociating the drawing surface from the EGL context and closing out the OpenGL ES resources

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