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

Implementing an anti-aliased circle geometry


A circle is a very common geometric shape that is widely used across a variety of computer graphics application, such as rendering statistics with pie graphs, drawing sign boards, animating dot patterns, and so on. In this recipe, we will implement an antialiased circle geometry with the help of texture coordinates and make it smoother using the adaptive anti-aliasing technique from the previous recipe.

One way to implement the antialiased circle geometry is to generate a set of vertices along the circumference of the circle, where every two consecutive vertices are connected to the center vertex (origin), creating a triangular slice. Several such slices are required to create the skeleton of the circle, as shown in the following image. When these vertices are rendered with the triangle primitive, they produce a filled circle pattern. The smoothness of the produced circle shape is highly dependent on the number of vertices used along the circumference...