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Android Application Development Cookbook

You're reading from   Android Application Development Cookbook Over 100 recipes to help you solve the most common problems faced by Android Developers today

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Product type Paperback
Published in Mar 2016
Publisher
ISBN-13 9781785886195
Length 428 pages
Edition 2nd Edition
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Authors (2):
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Rick Boyer Rick Boyer
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Rick Boyer
Kyle Mew Kyle Mew
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Kyle Mew
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Toc

Table of Contents (17) Chapters Close

Preface 1. Activities FREE CHAPTER 2. Layouts 3. Views, Widgets, and Styles 4. Menus 5. Exploring Fragments, AppWidgets, and the System UI 6. Working with Data 7. Alerts and Notifications 8. Using the Touchscreen and Sensors 9. Graphics and Animation 10. A First Look at OpenGL ES 11. Multimedia 12. Telephony, Networks, and the Web 13. Getting Location and Using Geofencing 14. Getting your app ready for the Play Store 15. The Backend as a Service Options Index

Drawing shapes on GLSurfaceView


The previous recipe set up the activity to use OpenGL. This recipe will continue by showing how to draw on OpenGLSurfaceView.

First, we need to define the shape. With OpenGL, it is important to realize the order in which the vertices of a shape are defined are very important, as they determine the front (face) and back of the shape. It's customary (and the default behavior) to define the vertices counter clockwise. (Though this behavior can be changed, it requires additional code and is not standard practice.)

It's also important to understand the OpenGL screen coordinate system, as it differs from the Android canvas. The default coordinate system defines (0,0,0) as the center of the screen. The four edge points are as follows:

  • Top left: (-1.0, 1.0, 0)

  • Top right: (1.0, 1.0, 0)

  • Bottom left: (-1.0, -1.0, 0)

  • Bottom right: (1.0, -1.0, 0)

The Z axis comes straight out of the screen or straight behind.

Here is an illustration showing the X, Y, and Z axes:

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