Book Image

OpenGL ES 3.0 Cookbook

By : Parminder Singh
Book Image

OpenGL ES 3.0 Cookbook

By: Parminder Singh

Overview of this book

<p>"Write once, use anywhere" is truly the power behind OpenGL ES and has made it an embedded industry standard. The library provides cutting-edge, easy-to-use features to build a wide range of applications in the gaming, simulation, augmented-reality, image-processing, and geospatial domains.</p> <p>The book starts by providing you with all the necessary OpenGL ES 3.0 setup guidelines on iOS and Android platforms. You'll go on to master the fundamentals of modern 3D graphics, such as drawing APIs, transformations, buffer objects, the model-view-project analogy, and much more. The book goes on to deal with advanced topics and offers a wide range of recipes on the light shading, real-time rendering techniques with static and procedure textures to create stunning visualizations and runtime effects.</p>
Table of Contents (21 chapters)
OpenGL ES 3.0 Cookbook
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Preface
Index

Adding parent-child support in the scene graph


This recipe is a very important milestone in the architecture of scene graphs; needless to say, a scene graph is all about the hierarchical connectivity. In the current concept, we maintain the parent-child relationship among similar types of objects. This recipe contains two subrecipes:

  1. Building a simple parent-child relationship among renderable objects

  2. Understanding the concept of a dummy parent

    Note

    The parent-child relationship is applicable to all renderable objects (derived from the Model class) and logical engine entities, such as scenes, renderer, and so on. In the present scene graph architecture, this relationship is achieved through the Object class. This class allows you to add/remove children dynamically; each object can be recognized with a user-defined name.

How to do it...

Make use of the last recipe that we implemented in this chapter and the following steps to add the support of the parent-child relationship:

  1. Create Object.h and...