It’s been ages since I last posted an update, I know. I went away during the summer and neglected the site upon coming back, and now that I’m busy with school it’s been harder than ever to find the time to find an update. Excuses, excuses, I know. 😉
In any case, many of you were asking for a tutorial and demo on texturing, and this is what I’m going to talk about next. There also seems to be a lot more interest for Android tutorials rather than WebGL tutorials, so I will be focusing more time on Android. Let me know if you guys have other thoughts and suggestions.
The project source code is now moving to GitHub! The project page is located at http://learnopengles.github.com/Learn-OpenGLES-Tutorials/ and the repository is located at https://github.com/learnopengles/Learn-OpenGLES-Tutorials. The old repository at https://code.google.com/p/learn-opengles-tutorials/ will remain, but will no longer be updated going forward.
There was nothing wrong with the Google Code project site, and in fact I prefer the simplicity of Google’s interface, but I also prefer to develop using Git. Once you’ve gotten used to Git, it’s hard to go back to anything else. An advantage of GitHub is that it should be easier for others to fork and contribute to the project if they wish to.
As always, let me know your comments and thoughts. The code for Lesson 4 is already done, so I’ll start writing it up now and hopefully publish that soon!
Hi there, and welcome to Learn OpenGL ES!
This is the beginning of a site about developing graphics in OpenGL ES for Android, WebGL, and more. According to Khronos, OpenGL ES is “the standard for embedded accelerated 3D graphics” and is entering widespread use.
What is OpenGL ES?
OpenGL ES is a graphics library that can be used for 2D and 3D graphics. It is basically a slimmed-down and optimized version of desktop OpenGL and is used on Android, iPhone, J2ME, the web via WebGL, and more. There are currently two main branches: OpenGL ES 1.x, and OpenGL ES 2.x. The first version uses a fixed-function pipeline which will be familiar to people who have worked with desktop OpenGL and for those who have followed tutorials from other sites such as Nehe’s OpenGL tutorials.
The second version is somewhat of a different beast entirely, as many of the fixed functions have been removed with the functionality replaced by small programs known as shaders. This ability to program the graphics card gives a lot more power and flexibility, but it also requires more work and understanding from the developer.
Why learn OpenGL ES?
OpenGL ES is a cross-platform library, so once you learn it, you’ll be able to take that knowledge with you and create compelling and beautiful graphics across a wide variety of platforms. Hundreds of thousands of devices are shipping with OpenGL ES every single day. If you’re interested in learning more about mobile game development or the future of graphics on the web, then you’ll definitely want to learn OpenGL ES.
Like some of you, I am also a beginner when it comes to OpenGL ES. My goal with this website is not only to develop my skills, but to share what I have learned with others. I have found over time that this is a good way to learn a topic that you’re interested in. I am personally interested in Android and WebGL in particular, so I will focus on those for now. In the meantime, I have linked to some great resources over in the right sidebar.
Thanks for stopping by, and hope to see you again soon.