Learn OpenGL ES

Learn how to develop mobile graphics using OpenGL ES 2

Category: Game Development

OpenGL Roundup, April 29, 2014: Milestones

Two big names in the game development community are celebrating their achievements as they reach important milestones and bring their work to the community: libGDX 1.0 released Zero to 95,688: How I wrote Game Programming Patterns Congrats to you guys, and thanks for sharing your work with the world! In other news, I’d like to thank El androide … Continue reading OpenGL Roundup, April 29, 2014: Milestones»

Finishing Up Our Native Air Hockey Project With Touch Events and Basic Collision Detection

In this post in the air hockey series, we’re going to wrap up our air hockey project and add touch event handling and basic collision detection with support for Android, iOS, and emscripten. Prerequisites This lesson continues the air hockey project series, building upon the code from GitHub for ‘article-3-matrices-and-objects’. Here are the previous posts in this series: … Continue reading Finishing Up Our Native Air Hockey Project With Touch Events and Basic Collision Detection»

OpenGL Roundup, October 1, 2013: Hexscreen 3D Live Wallpaper and more…

A fellow developer and blogger, Hisham, has released his Hexscreen 3D Live Wallpaper to the market, and it looks quite cool. Check it out: The wallpaper can be downloaded from Google Play. In other news… Libgdx and Bullet Physics on iOS via RoboVM Continue reading OpenGL Roundup, October 1, 2013: Hexscreen 3D Live Wallpaper and more…»

OpenGL Roundup, September 19, 2013

Here’s the beginning of a new series on OpenGL ES 2.0 for iOS, using Apple’s GLKit. GLKit to the max: OpenGL ES 2.0 for iOS – Part 1: GLKit Features OpenGL ES 2: How does it draw? ROBOVM BACKEND IN LIBGDX NIGHTLIES AND FIRST PERFORMANCE FIGURES! – Libgdx is moving to a new backend for iOS … Continue reading OpenGL Roundup, September 19, 2013»

Adding a 3d Perspective and Object Rendering to Our Air Hockey Project in Native C Code

For this post in the air hockey series, we’ll learn how to render our scene from a 3D perspective, as well as how to add a puck and two mallets to the scene. We’ll also see how easy it is to bring these changes to Android, iOS, and emscripten. Prerequisites This lesson continues the air … Continue reading Adding a 3d Perspective and Object Rendering to Our Air Hockey Project in Native C Code»

Loading a PNG into Memory and Displaying It as a Texture with OpenGL ES 2: Adding Support for Emscripten

In the last two posts in this series, we added support for loading a PNG file into OpenGL as a texture, and then we displayed that texture on the screen: Loading a PNG into Memory and Displaying It as a Texture with OpenGL ES 2, Using (Almost) the Same Code on iOS, Android, and Emscripten. … Continue reading Loading a PNG into Memory and Displaying It as a Texture with OpenGL ES 2: Adding Support for Emscripten»

Loading a PNG into Memory and Displaying It as a Texture with OpenGL ES 2: Adding Support for iOS

In the previous post, we looked at loading in texture data from a PNG file and uploading it to an OpenGL texture, and then displaying that on the screen in Android. To do that, we used libpng and loaded in the data from our platform-independent C code. In this post, we’ll add supporting files to … Continue reading Loading a PNG into Memory and Displaying It as a Texture with OpenGL ES 2: Adding Support for iOS»

Loading a PNG into Memory and Displaying It as a Texture with OpenGL ES 2, Using (Almost) the Same Code on iOS, Android, and Emscripten

In the last post in this series, we setup a system to render OpenGL to Android, iOS and the web via WebGL and emscripten. In this post, we’ll expand on that work and add support for PNG loading, shaders, and VBOs. TL;DR We can put most of our common code into a core folder, and … Continue reading Loading a PNG into Memory and Displaying It as a Texture with OpenGL ES 2, Using (Almost) the Same Code on iOS, Android, and Emscripten»

Calling OpenGL from C on the Web by Using Emscripten, Sharing Common Code with Android and iOS

In the last two posts, we started building up a simple system to reuse a common set of C code in Android and iOS: OpenGL from C on Android by using the NDK Calling OpenGL from C on iOS, Sharing Common Code with Android In this post, we’ll also add support for emscripten, an LLVM-to-JavaScript compiler … Continue reading Calling OpenGL from C on the Web by Using Emscripten, Sharing Common Code with Android and iOS»

Calling OpenGL from C on iOS, Sharing Common Code with Android

In the last post, we covered how to call OpenGL from C on Android by using the NDK; in this post, we’ll call into the same common code from an Objective-C codebase which will run on an iOS device. Prerequisites A Mac with a suitable IDE installed. An iOS emulator, or a provisioned iPhone or … Continue reading Calling OpenGL from C on iOS, Sharing Common Code with Android»