<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Android Tutorials on Learn OpenGL ES</title><link>https://www.learnopengles.com/category/android-tutorials/</link><description>Recent content in Android Tutorials on Learn OpenGL ES</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Wed, 28 Jul 2021 19:25:50 +0000</lastBuildDate><atom:link href="https://www.learnopengles.com/category/android-tutorials/index.xml" rel="self" type="application/rss+xml"/><item><title>Finishing Up Our Native Air Hockey Project With Touch Events and Basic Collision Detection</title><link>https://www.learnopengles.com/finishing-up-our-native-air-hockey-project-with-touch-events-and-basic-collision-detection/</link><pubDate>Fri, 08 Nov 2013 14:51:43 +0000</pubDate><guid>https://www.learnopengles.com/finishing-up-our-native-air-hockey-project-with-touch-events-and-basic-collision-detection/</guid><description>In this post in the air hockey series, we’re going to wrap up our air hockey project and add touch event handling and basic collision detection with support for Android, iOS, and emscripten. Prerequisites This lesson continues the air hockey project series, building upon the code from GitHub for ‘article-3-matrices-and-objects’. Here are the previous posts in this series: …</description></item><item><title>Adding a 3d Perspective and Object Rendering to Our Air Hockey Project in Native C Code</title><link>https://www.learnopengles.com/adding-a-3d-perspective-and-object-rendering-to-our-air-hockey-project-in-native-c-code/</link><pubDate>Wed, 18 Sep 2013 11:45:27 +0000</pubDate><guid>https://www.learnopengles.com/adding-a-3d-perspective-and-object-rendering-to-our-air-hockey-project-in-native-c-code/</guid><description>For this post in the air hockey series, we’ll learn how to render our scene from a 3D perspective, as well as how to add a puck and two mallets to the scene. We’ll also see how easy it is to bring these changes to Android, iOS, and emscripten. Prerequisites This lesson continues the air …</description></item><item><title>Loading a PNG into Memory and Displaying It as a Texture with OpenGL ES 2, Using (Almost) the Same Code on iOS, Android, and Emscripten</title><link>https://www.learnopengles.com/loading-a-png-into-memory-and-displaying-it-as-a-texture-with-opengl-es-2-using-almost-the-same-code-on-ios-android-and-emscripten/</link><pubDate>Tue, 23 Jul 2013 18:41:58 +0000</pubDate><guid>https://www.learnopengles.com/loading-a-png-into-memory-and-displaying-it-as-a-texture-with-opengl-es-2-using-almost-the-same-code-on-ios-android-and-emscripten/</guid><description>In the last post in this series, we setup a system to render OpenGL to Android, iOS and the web via WebGL and emscripten. In this post, we’ll expand on that work and add support for PNG loading, shaders, and VBOs. TL;DR We can put most of our common code into a core folder, and …</description></item><item><title>Calling OpenGL from C on Android, Using the NDK</title><link>https://www.learnopengles.com/calling-opengl-from-android-using-the-ndk/</link><pubDate>Sat, 13 Jul 2013 01:32:20 +0000</pubDate><guid>https://www.learnopengles.com/calling-opengl-from-android-using-the-ndk/</guid><description>For this first post in the Developing a Simple Game of Air Hockey Using C++ and OpenGL ES 2 for Android, iOS, and the Web series, we’ll create a simple Android program that initializes OpenGL, then renders simple frames from native code. Prerequisites The Android SDK &amp;amp; NDK installed, along with a suitable IDE. An …</description></item><item><title>Android Lesson Eight: An Introduction to Index Buffer Objects (IBOs)</title><link>https://www.learnopengles.com/android-lesson-eight-an-introduction-to-index-buffer-objects-ibos/</link><pubDate>Thu, 10 May 2012 20:18:12 +0000</pubDate><guid>https://www.learnopengles.com/android-lesson-eight-an-introduction-to-index-buffer-objects-ibos/</guid><description>In our last lesson, we learned how to use vertex buffer objects on Android. We learned about the difference between client-side memory and GPU-dedicated memory, and the difference between storing texture, position and normal data in separate buffers, or altogether in one buffer. We also learned how to work around Froyo’s broken OpenGL ES 2.0 …</description></item><item><title>Android Lesson Seven: An Introduction to Vertex Buffer Objects (VBOs)</title><link>https://www.learnopengles.com/android-lesson-seven-an-introduction-to-vertex-buffer-objects-vbos/</link><pubDate>Wed, 07 Mar 2012 00:03:27 +0000</pubDate><guid>https://www.learnopengles.com/android-lesson-seven-an-introduction-to-vertex-buffer-objects-vbos/</guid><description>In this lesson, we’ll introduce vertex buffer objects (VBOs), how to define them, and how to use them. Here is what we are going to cover: How to define and render from vertex buffer objects. The difference between using a single buffer with all the data packed in, or multiple buffers. Problems and pitfalls, and what …</description></item><item><title>Android Lesson Six: An Introduction to Texture Filtering</title><link>https://www.learnopengles.com/android-lesson-six-an-introduction-to-texture-filtering/</link><pubDate>Fri, 24 Feb 2012 00:46:15 +0000</pubDate><guid>https://www.learnopengles.com/android-lesson-six-an-introduction-to-texture-filtering/</guid><description>In this lesson, we will introduce the different types of basic texture filtering modes and how to use them, including nearest-neighbour filtering, bilinear filtering, and trilinear filtering using mipmaps. You’ll learn how to make your textures appear more smooth, as well as the drawbacks that come from smoothing. There are also different ways of rotating …</description></item><item><title>Android Lesson Five: An Introduction to Blending</title><link>https://www.learnopengles.com/android-lesson-five-an-introduction-to-blending/</link><pubDate>Mon, 03 Oct 2011 00:49:59 +0000</pubDate><guid>https://www.learnopengles.com/android-lesson-five-an-introduction-to-blending/</guid><description>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 …</description></item><item><title>Android Lesson Four: Introducing Basic Texturing</title><link>https://www.learnopengles.com/android-lesson-four-introducing-basic-texturing/</link><pubDate>Sun, 25 Sep 2011 06:05:14 +0000</pubDate><guid>https://www.learnopengles.com/android-lesson-four-introducing-basic-texturing/</guid><description>This is the fourth tutorial in our Android series. In this lesson, we’re going to add to what we learned in lesson three and learn how to add texturing.We’ll look at how to read an image from the application resources, load this image into OpenGL ES, and display it on the screen. Follow along with me and …</description></item><item><title>Android Lesson Three: Moving to Per-Fragment Lighting</title><link>https://www.learnopengles.com/android-lesson-three-moving-to-per-fragment-lighting/</link><pubDate>Thu, 23 Jun 2011 04:31:42 +0000</pubDate><guid>https://www.learnopengles.com/android-lesson-three-moving-to-per-fragment-lighting/</guid><description>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 …</description></item><item><title>Android Lesson Two: Ambient and Diffuse Lighting</title><link>https://www.learnopengles.com/android-lesson-two-ambient-and-diffuse-lighting/</link><pubDate>Wed, 15 Jun 2011 01:20:04 +0000</pubDate><guid>https://www.learnopengles.com/android-lesson-two-ambient-and-diffuse-lighting/</guid><description>Welcome to the second tutorial for Android. In this lesson, we’re going to learn how to implement Lambertian reflectance using shaders, otherwise known as your standard diffuse lighting. In OpenGL ES 2, we need to implement our own lighting algorithms, so we will learn how the math works and how we can apply it to …</description></item><item><title>Android Lesson One: Getting Started</title><link>https://www.learnopengles.com/android-lesson-one-getting-started/</link><pubDate>Sun, 29 May 2011 01:00:06 +0000</pubDate><guid>https://www.learnopengles.com/android-lesson-one-getting-started/</guid><description>This is the first tutorial on using OpenGL ES 2 on Android. In this lesson, we’re going to go over the code step-by-step, and look at how to create an OpenGL ES 2 context and draw to the screen. We’ll also take a look at what shaders are and how they work, as well as …</description></item></channel></rss>