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

Building prototypes using the GLPI framework


The GLPI is an OpenGL ES platform-independent framework. It is a mini 3D engine that is highly useful for developing prototype applications rapidly. It provides higher-level utility classes to render engines, shader compilations, 3D transformations, mesh management, buffer management, textures, and many more. The framework primarily supports Android and iOS platforms and is designed to be easily portable to other platforms such as WinCE, Blackberry, Bada, and so on. We will go through each module of this framework in detail in this chapter.

This framework provides dedicated modules for rapid development of the OpenGL ES 3.0 prototype applications. It comprises of three main modules, as shown in the following figure:

Let's look at each of them in detail:

  • GLPI module: This module is the backbone of the GLPI framework. It contains the following classes inside it:

    Class

    Function

    Program Manager

    This class is responsible for creating the shader program...