By Mike Smithwick, Mayank Verma

In *Pro OpenGL ES for Android*, you'll the way to harness the full power of OpenGL ES, and layout your own 3D purposes by way of construction a fully-functional 3D sun procedure version utilizing Open GL ES!

OpenGL has set the normal for 3D special effects, and is a vital element of Android improvement. This book offers every little thing you must be aware of, from uncomplicated mathematical concepts to advanced coding suggestions. You'll research by means of construction a desirable 3D sunlight process simulator!

After introducing Open GL ES, *Pro OpenGL ES for Android* explains the fundamentals of 3D math and then orients you to the local Android 3D libraries you'll be utilizing in your personal 3D video games and the sunlight process venture you'll build using this book. Through the sunlight process instance venture, you'll how one can contain a number of photo and animation suggestions into your functions. additionally, you will detect how the complete spectrum of 3D improvement that awaits, with themes reminiscent of lighting fixtures, texture-mapping, modeling, shaders, mixing modes, and several more advanced concepts.

by the point you finish *Pro OpenGL ES for Android*, you'll have discovered all the talents you'll have to construct your individual terrific 3D applications, in line with essentially the most robust 3D libraries to be had.

<h3>What you’ll learn</h3> * the fundamentals of 3D arithmetic, and the way they're utilized within the OpenGL library

* the right way to layout and construct your 3D worlds

* To create 2nd interfaces in the 3D international

* To boost animation and 3D flow

* tips to enforce 3D shading, coloring, and texturing

* the variations among OpenGL and different 3D toolkits

* to construct a fully-functional 3D sunlight method simulator utilizing OpenGL ES

<h3>Who this e-book is for</h3>

Experienced Android programmers who are looking to input the 3D global of OpenGL ES programming.

<h3>Table of Contents</h3><ol> * advent to OpenGL ES and Our 3D sunlight procedure undertaking

* producing a uncomplicated OpenGL software

* Getting prior the 3D Math

* Shading, lighting fixtures and hues

* fabrics and Textures

* Animation

* making a person Interface

* mixing Modes, Buffer items, and different Cool Stuff

* most modern gains of OpenGL ES

* Ray Tracing, Hidden Surfaces, and different complex subject matters

</ol>

Appendix A: APIs

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**Example text**

Unless one of your friends has a drinking problem, in which case substitute matrix for rabid badger. I am almost sure there was never a mention of badgers, rabid or otherwise, in the Star Trek pantheon. Ra is shorthand for our 2D rotation matrix. Although matrices might look busy, they are actually pretty straightforward and easy to code because they follow precise patterns. In this case, x and y can be represented as a teeny matrix: ⎡ x'⎤ ⎡cos(a ) − sin( a )⎤ ⎡ x ⎤ ⎢ y '⎥ = ⎢ sin(a ) cos(a) ⎥ ⎢ y ⎥ ⎣ ⎦ ⎣ ⎦⎣ ⎦ Translations can also be encoded in a matrix form.

That makes for a very nice matrix, a lovely one at that: ⎡a T = ⎢⎢ c ⎢⎣ e b d f ⎡a b 0⎤ 0⎤ ⎢ ⎥ ⎥ 0⎥ so [x' y' 1] = ⎢c d 0⎥[x y 1] ⎢⎣e f 1⎥⎦ 1⎥⎦ The following is a simple code segment that shows how to use AffineTransform both for translation and for scaling. As you can see, it is pretty straightforward. setTransform(transform); } } Scaling Of the other two transforms, let’s just take a look at the scaling, or simple resizing, of an object: x'= xSx and y = ySy In matrix form, this becomes as follows: ⎡S x ⎢ S =⎢ 0 ⎢⎣ 0 0 Sy 0 0⎤ ⎥ 0⎥ 1⎥⎦ With scaling, as with the other two transformations, the order is very important when applied to your geometry.

In graphics, the viewing frustum defines the portion of the world that our virtual camera can actually see, as shown in Figure 3–3. CHAPTER 3: From 2D to 3D: Adding One Extra Dimension Figure 3–3. Viewing frustum Unlike a number of things in OpenGL, the definition of the viewing frustum is very straightforward and follows the conceptual figures closely by simply defining a volume, the viewing pyramid, in space. Any objects that are whole or in part within the frustum may eventually find their way to the screen as long as it is not obscured by anything closer.