I am so ashamed to myself. I have been looking for a long time to use ndk to develop openggl es learning materials and I have not found any suitable materials (if I find that I cannot understand the English language, the program is too complicated and I cannot start with it), so I should first write it in Java, then I published an article about using ndk to accomplish the same function!
The methods in the program are translated and understood on the
making objects move according to a preset program, such as a rotating triangle, can draw attention. But what if you want users to interact with your OpenGL ES graphics? The key to making your OpenGL ES app Touch Interactive is to extend the Glsurfaceview, Ontouchevent () method to listen for touch events. This tutorial
This example describes how to use a transparent background to draw OpenGL images. The procedure is as follows:1. Use transparent theme for ActivityAndroid: label = "Graphics/OpenGL ES/Translucent GLSurfaceView"Android: theme = "@ style/Theme. Translucent"Android: configChang
Applicaton4, you can debug C + + codeNote the point:1, the real machine may appear no debug symbol found error2, the simulator version number is too high will appear no debug symbol found error3, the download of the other version number of the SDK is placed in the \sdk\platforms4, need to run as Android application first install the appError type:The error type occurs because the Android version number is
The fog effect is actually very easy to implement. I will summarize it first:
(1) first, we must set the background color to the fog color.
(2) Enable the fog Effect
(3) set the background color of fog
(4) set the fog Equation
The fog equation has three forms: exp (oldest), exp2 (exp enhanced version), and linear (the best fog equation, of course, this is used). If linear is used, more fog starts, the end parameter indicates how far the fog starts and stops.. It is called linear fog like linear
Defining shapes is often the first step to develop high-end graphics. You do not need to know how OpenGL ES wants you to define image objects when Drawing Images Using OpenGL ES. The following describes the coordination system related and screens, and defines shapes, such as triangles and circles.
Define a triangle:
The square shown in the previous example is white, which is not very attractive. This article describes how to add colors to mesh. OpenGL ES uses color as the well-known rgba mode (red, green, blue, transparency ).
The definition of color usually uses the hex format 0xff00ff or the decimal format (255, 0, 255), but uses 0 in OpenGL... A floating point between 1.
Common OpenGL ES APIs:
Gl_triangle_strip: continuous triangle drawing
Gl_triangle_fan: triangular slice
Glclearcolor (0.f, 0.f, 0.f, 1.f); // set the background color of the mode window. The color is the rgba value.
Glviewport (0, 0, iscreenwidth, iscreenheight); // you can specify the size and position of the view. The view is the area where the image is finally displayed on the screen. The first two
its local coordinate system (T). At this time, the order of the Code is the same as that of the local coordinate system relative to the object.
GL. glmatrixmode (gl_modelview);
By using the object's local coordinate system, you can better understand graphics systems such as robots and the solar system.
The glulookat sub-function of the glulookat package of Android OpenGL
In the OpenGL ES environment, the projection and camera views show objects closer to what people see with the naked eye. This simulation technology is achieved by precisely performing mathematical transformations on the coordinates of the drawn objects.
Projection: this transformation adjusts the coordinates of the drawn object based on the width and height of the GLSurfaceView.
Without this transformatio
Surfaceview's black background blocks the parent's background, and now sets the surfaceview background to be transparent, seeing both the 3D object being painted and the background.In onsurfacecreated, call Gles20.glclearcolor (0f, 0f, 0f, 0f); Alpha is 0, which is transparent.Then, the Surfaceview must be treated as follows:Mglsurfaceview.seteglconfigchooser (8, 8, 8, 8, 16, 0);Testrenderer renderer = new Testrenderer ();Mglsurfaceview.setrender (renderer);Mglsurfaceview.getholder (). SetFormat
understood as each point that makes up an object.A vertex Shader is executed once for each vertex (vertex) that is sent to the GPU. The input data is: Attributes: Encapsulates data for each vertex using a vertex array, typically for variables with different vertices, such as vertex position, color, and so on.Output data: At least the location information should be output at the vertex shader stage-that is, the built-in variable: gl_position, which is the intrinsic varying of each point, represe
delay the display (a better practice is to use a fixed interval). As I said before, there are two kinds of glsurfaceview rendering modes, one is the continuous update screen, the other is On-demand, only in the call Requestrender () on the update screen. The default is rendermode_continuously to refresh the screen continuously.Opengldemos is using the default rendermode_continuously continuous refresh screen, so the drawscene of activity will continue to execute. In this example, the screen ord
See http://www.khw.s.org/on the official website,OpenGL ES 1.x
For fixed function hardware: OpenGL ES 1.1 is defined relative to the OpenGL 1.5 specification and emphasizes hardware acceleration of the API, but is fully backwards compatible with 1.0. it provides enhanced fun
released in 2005-8, which introduces support for programmable pipelines.2. OpenGL ES 2.0 Overview:Supported Platforms:-Supports ipad, IPHONE3GS and later versions, as well as IPODTOUCH3 and later versions.-Support Android platform starting from Android 2.2 version.-Support Android
OpenGL ES learning notes (II)-smooth coloring, adaptive width and height, and 3D image generation, es learning notes
First, I declare that this article is the author's note on learning OpenGL ES Application Development Practice Guide (A
OpenGL ES learning notes (3)-texture and es learning notes
First, I declare that this article is the author's note on learning OpenGL ES Application Development Practice Guide (Android volume). The Code involved is from the origi
Document directory
2.2.1. client-server model
2.2.2. OpenGL ES depends on the key function libraries of specific platforms
2.2.3. commands can be executed asynchronously.
2.2.4. commands can be executed in sequence
2.2.5. parameters will be copied during the call
2.2.6. Define practical methods for expanding functions in specifications
Chapter 2 OpenGL
The cube project has been around for nearly a month. The last important function module is gesture recognition, this will add a winning weight for the "2010 Google Android app development China College Student Challenge. Gesture Recognition is simple, just reload the method. The trouble is that glrotatef (float angle, float X, float y, float Z) in OpenGL ES ). Th
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