The first step to create awesome graphics is to initialize OpenGL ES. Although not terribly complex, this task is a little bit involving when binding to an Android window (that is, attaching a rendering context to a window). These pieces are glued together with the help of the Embedded-System Graphics Library (or EGL ), a companion API of OpenGL ES.
For this first part, I propose to replace the raw drawing system implemented in a previous chapter with OpenGL ES. We are going to take care of EGL initialization and finalization and try to fade screen color from black to white to ensure everything works properly.