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Index
OpenGL ES 2 for Android ​ Table of Contents Early praise for OpenGL ES 2.0 for Android Foreword Acknowledgments Welcome to OpenGL ES for Android!
What Will We Cover? Who Should Read This book? How to Read This Book Conventions Online Resources Let’s Get Started!
Chapter 1: Getting Started
1.1 Installing the Tools 1.2 Creating Our First Program 1.3 Initializing OpenGL 1.4 Creating a Renderer Class 1.5 Using Static Imports 1.6 A Review
Part 1: A Simple Game of Air Hockey Chapter 2: Defining Vertices and Shaders
2.1 Why Air Hockey? 2.2 Don’t Start from Scratch 2.3 Defining the Structure of Our Air Hockey Table 2.4 Making the Data Accessible to OpenGL 2.5 Introducing the OpenGL Pipeline 2.6 The OpenGL Color Model 2.7 A Review
Chapter 3: Compiling Shaders and Drawing to the Screen
3.1 Loading Shaders 3.2 Compiling Shaders 3.3 Linking Shaders Together into an OpenGL Program 3.4 Making the Final Connections 3.5 Drawing to the Screen 3.6 A Review 3.7 Exercises
Chapter 4: Adding Color and Shade
4.1 Smooth Shading 4.2 Introducing Triangle Fans 4.3 Adding a New Color Attribute 4.4 Rendering with the New Color Attribute 4.5 A Review 4.6 Exercises
Chapter 5: Adjusting to the Screen’s Aspect Ratio
5.1 We Have an Aspect Ratio Problem 5.2 Working with a Virtual Coordinate Space 5.3 Linear Algebra 101 5.4 Defining an Orthographic Projection 5.5 Adding an Orthographic Projection 5.6 A Review 5.7 Exercises
Chapter 6: Entering the Third Dimension
6.1 The Art of 3D 6.2 Transforming a Coordinate from the Shader to the Screen 6.3 Adding the ​ W ​ Component to Create Perspective 6.4 Moving to a Perspective Projection 6.5 Defining a Perspective Projection 6.6 Creating a Projection Matrix in Our Code 6.7 Switching to a Projection Matrix 6.8 Adding Rotation 6.9 A Review 6.10 Exercises
Chapter 7: Adding Detail with Textures
7.1 Understanding Textures 7.2 Loading Textures into OpenGL 7.3 Creating a New Set of Shaders 7.4 Creating a New Class Structure for Our Vertex Data 7.5 Adding Classes for Our Shader Programs 7.6 Drawing Our Texture 7.7 A Review 7.8 Exercises
Chapter 8: Building Simple Objects
8.1 Combining Triangle Strips and Triangle Fans 8.2 Adding a Geometry Class 8.3 Adding an Object Builder 8.4 Updating Our Objects 8.5 Updating Shaders 8.6 Integrating Our Changes 8.7 A Review 8.8 Exercises
Chapter 9: Adding Touch Feedback: Interacting with Our Air Hockey Game
9.1 Adding Touch Support to Our Activity 9.2 Adding Intersection Tests 9.3 Moving Around an Object by Dragging 9.4 Adding Collision Detection 9.5 A Review and Wrap-Up 9.6 Exercises
Part 2: Building a 3D World Chapter 10: Spicing Things Up with Particles
10.1 Creating a Set of Shaders for a Simple Particle System 10.2 Adding the Particle System 10.3 Drawing the Particle System 10.4 Spreading Out the Particles 10.5 Adding Gravity 10.6 Mixing the Particles with Additive Blending 10.7 Customizing the Appearance of Our Points 10.8 Drawing Each Point as a Sprite 10.9 A Review 10.10 Exercises
Chapter 11: Adding a Skybox
11.1 Creating a Skybox 11.2 Loading a Cube Map into OpenGL 11.3 Creating a Cube 11.4 Adding a Skybox Shader Program 11.5 Adding the Skybox to Our Scene 11.6 Panning the Camera Around the Scene 11.7 A Review 11.8 Exercises
Chapter 12: Adding Terrain
12.1 Creating a Height Map 12.2 Creating Vertex and Index Buffer Objects 12.3 Loading in the Height Map 12.4 Drawing the Height Map 12.5 Occluding Hidden Objects 12.6 A Review 12.7 Exercises
Chapter 13: Lighting Up the World
13.1 Simulating the Effects of Light 13.2 Implementing a Directional Light with Lambertian Reflectance 13.3 Adding Point Lights 13.4 A Review 13.5 Exercises
Chapter 14: Creating a Live Wallpaper
14.1 Implementing the Live Wallpaper Service 14.2 Playing Nicely with the Rest of the System 14.3 A Review 14.4 Exercises
Chapter 15: Taking the Next Step
15.1 Looking Toward Other Platforms 15.2 Learning About More Advanced Techniques 15.3 Sharing Your Artistic Vision with the World
Appendix 1: The Matrix Math Behind the Projections
A1.1 The Math Behind Orthographic Projections A1.2 The Math Behind Perspective Projections
Appendix 2: Debugging
A2.1 Debugging with glGetError A2.2 Using Tracer for OpenGL ES A2.3 Pitfalls to Watch Out For
Bibliography
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