OpenGL ES 2 for Android: A Quick-Start Guide (Pragmatic Programmers) Then, you'll . You'll learn the basics of OpenGL by building a simple game of air hockey, and along the way, you'll see how to initialize OpenGL and program the graphics pipeline using shaders.Android is booming like never before, with
| TITLE | : | OpenGL ES 2 for Android: A Quick-Start Guide (Pragmatic Programmers) |
| AUTHOR | : | |
| RATING | : | 4.55 (855 Votes) |
| ASIN | : | 1937785343 |
| FORMAT TYPE | : | Paperback |
| NUMBER of PAGES | : | 346 Pages |
| PUBLISH DATE | : | 2013-07-06 |
| GENRE | : |
Printed in full color.Android is booming like never before, with millions of devices shipping every day. It's never been a better time to learn how to create your own 3D games and live wallpaper for Android. You'll find out all about shaders and the OpenGL pipeline, and discover the power of OpenGL ES 2.0, which is much more feature-rich than its predecessor. If you can program in Java and you have a creative vision that you'd like to share with the world, then this is the book for you.This book will teach you everything you need to know to create compelling graphics on Android. You'll learn the basics of OpenGL by building a simple game of air hockey, and along the way, you'll see how to initialize OpenGL and program the graphics pipeline using shaders. Each lesson builds upon the one before it, as you add colors, shading, 3D projections, touch interaction, and more.Then, you'll
Editorial : Top Five OpenGL ES Tips1. Avoid expensive operations on the UI and rendering threads.
To avoid frame rate stutters or the dreaded "Application not responding" dialog from appearing, expensive operations should be run asynchronously in a background thread. This is especially important when it comes to the rendering thread, as rendering at 30 frames per second means that each frame has to complete in about 33 milliseconds to avoid frame stutters.
Garbage collection is an expensive operation that happens non-deterministically and can cause rendering stalls, so to avoid this, you'll also want to minimize object allocation during a frame to reduce pressure on the garbage collector. You may even see benefits to doing a manual GC at certain points in the application.
2. Do expensive texture and shader loads during intermissions.
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