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OpenGL Game Development By Example

You're reading from   OpenGL Game Development By Example Design and code your own 2D and 3D games efficiently using OpenGL and C++

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Product type Paperback
Published in Mar 2016
Publisher
ISBN-13 9781783288199
Length 340 pages
Edition 1st Edition
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Authors (2):
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Robert Madsen Robert Madsen
Author Profile Icon Robert Madsen
Robert Madsen
Stephen Madsen Stephen Madsen
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Stephen Madsen
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Table of Contents (14) Chapters Close

Mixing things up

Now that we are rendering in 3D, it isn't immediately obvious how we will render things in 2D. This is especially true of our user interface, which must be rendered on top of the 3D-scene and does not move or rotate with the rest of the world.

The trick to creating a 2D interface in a 3D world is to first render the 3D world, then switch modes in OpenGL, and then render the 2D content. The following image represents the 3D content that we need to render:

Mixing things up

The next image represents the 2D text that we want to render:

Mixing things up

We want the final result to be the combination of the 3D and 2D content, as shown in the following figure:

Mixing things up

The saving state

State is a term that is used in many different ways in game programming. For example, we will create a state manager later in the chapter that will manage different states, or modes, in the game. Another way to define state is a set of conditions. For example, when we set things up to render in 3D, this is one set of conditions or state...

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