OpenGL ES Roundup, February 12, 2012

a single vanilla ice cream sandwich

Image via Wikipedia

If you haven’t checked it out yet, I recommend taking a look at the new Android Design website. There are a lot of resources and interesting information on developing attractive apps for Ice Cream Sandwich, Android’s newest platform. With Ice Cream Sandwich comes new changes, such as the deprecation of the menu bar.

Roundup

Question for you, dear reader: What do you all think about the current site design? I’d love to hear your thoughts and feedback, both positive and negative.

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Google Celebrates 10 Billion Downloads on the Market: Several Great Apps Available for Only 10 Cents Each!

Android is booming very rapidly, and the market share has gone from nothing to dominating the market, within only a couple of years. I still remember when just a bit more than a year ago, competitors still thought that Android was only going to fill a niche market, and that it was “clunky” and “slow”. […]

Basic blending (additive blending of RGB cubes).

Android Lesson Five: An Introduction to Blending

In this lesson we’ll take a look at the basics of blending in OpenGL. We’ll look at how to turn blending on and off, how to set different blending modes, and how different blending modes mimic real-life effects. In a later lesson, we’ll also look at how to use the alpha channel, how to use […]

Open Source Cross-Platform OpenGL Frameworks for Android

Let’s say you’ve decided to develop the next viral game for Android. You now have a choice: Do you go with a pre-packaged solution, flawed and rough around the edges though it may be, or do you decide to DIY (Do It Yourself) which has the disadvantage of reinventing the wheel and spending more time […]

Per fragment lighting; At the corner of a square.

Android Lesson Three: Moving to Per-Fragment Lighting

Welcome to the the third tutorial for Android! In this lesson, we’re going to take everything we learned in lesson two and learn how to apply the same lighting technique on a per-pixel basis. We will be able to see the difference, even when using standard diffuse lighting with simple cubes. Assumptions and prerequisites Each […]

Learn how to develop mobile graphics using OpenGL ES 2