opengl es 1.1 2d tutorial

The fragment shader controls what is done to the fragments created by the rasterization process.
Because our viewport changes all our matrices are no longer valid.
There are quite a few questions on websites that cover such things but creating a full 2D engine based on separate question is not the way you want to go about.Vertex shaders basicly control what is done to vertices and how they should be rendered.Nothing will be drawn without shaders in Open GL.OpenGL ES includes Common and Common-Lite profiles for floating-point and fixed-point systems and the EGL specification for portably binding to native windowing systems.OnPause @Override protected void onResume super.
Our job is to fill up the onFrameDraw function in such a way that our gaming world is updated and that it will be drawn.
The first lines (59-65) of code just calculate a value we need to know how long the previous frame took.
We also set the screen to full screen (25).
The first thing to do when your surface is being created is to tell OpenGL that we want to use version.0 of OpenGL (14).
Since we do not want any of that (at this moment anyway) we will focus on setting up OpenGL.0 in 2D mode for android.
MScreenWidth width; mScreenHeight height; / Redo the Viewport, making it fullscreen.
Position(0 A OpenGL surface renderer has to have at least 3 functions called onSurfaceCreated, onSurfaceChanged and onFrameDraw.Since we set our renderer to ndermode_continuously it keeps on rendering frames until infinity.To pass our vertex data to our shader we need the location of the position variable of our vertex shader (83).Length * 2 tiveOrder drawListBuffer ShortBuffer drawListBuffer.Full source code is available here.The first thing we do is create our triangle (141).We have made seagate crystal report 8 our own surface view because later on we want to be able to process touch in our own manner and doing this for this tutorial also shows more in-depth information on the various aspects on OpenGL.0.SeteglcontextClientVersion(2 / Set the Renderer for drawing on the GLSurfaceView mRenderer new GLRenderer(context setRenderer(mRenderer / Render the view only when there is a change in the drawing data @Override public void onPause / todo Auto-generated method stub super.Position(0 / initialize byte buffer for the draw list ByteBuffer dlb locateDirect(indices.The last step is to set our newly created program as the current active one. .Sp_SolidColor CreateProgram / create empty OpenGL ES Program vertexShader / add the vertex shader to program fragmentShader / add the fragment shader to program / creates OpenGL ES program executables / Set our shader programm public void SetupTriangle / We have create the vertices.We also pass our onPause and onResume function to our renderer because there is where the actual magic is happening.