For those of you who may have missed it, the Android team recently released an upgraded emulator image that has support for native OpenGL ES 2.0! That’s right; not only is it now supported, but the calls are translated to desktop OpenGL so they can be accelerated by your native graphics layer. It’s still better … Continue reading Android Emulator Now Supports Native OpenGL ES2.0!»
Thank yous and mentions A big thank you goes to the following guys who have recently kindly featured Learn OpenGL ES: The Khronos Group. The Khronos Group is a non-profit, member-funded consortium dedicated to open and royalty-free standards for graphics, parallel computing, and dynamic media. There is a lot of cool stuff going on over … Continue reading OpenGL ES Roundup, March 9, 2012»
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 … Continue reading Android Lesson Seven: An Introduction to Vertex Buffer Objects (VBOs)»
Rotating an object in 3D is a neat way of letting your users interact with the scene, but the math can be tricky to get right. In this article, I’ll take a look at a simple way to rotate an object based on the touch events, and how to work around the main drawback of … Continue reading Rotating An Object With Touch Events»
We started listening to touch events in Android Lesson Five: An Introduction to Blending, and in that lesson, we listened to touch events and used them to change our OpenGL state. To listen to touch events, you first need to subclass GLSurfaceView and create your own custom view. In that view, you create a default … Continue reading Listening to Android Touch Events, and Acting on Them»
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 … Continue reading Android Lesson Six: An Introduction to Texture Filtering»
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 Rasberry … Continue reading OpenGL ES Roundup, February 12, 2012»
Diney from db-in.com has a great introduction to shaders up at his site. He annotates his post with useful diagrams and also has a clear and neat introduction to tangent space. Learning WebGL has a cool roundup of WebGL around the web. The NeHe OpenGL site is alive! They are starting to post updates on … Continue reading OpenGL ES Roundup, October 4, 2011»
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 … Continue reading Android Lesson Five: An Introduction to Blending»