Initializing OpenGL ES
The first step to create awesome 2D and 3D graphics is to initialize OpenGL ES. Although not terribly complex, this task requires some boilerplate code to bind a rendering context to an Android window. These pieces are glued together with the help of the Embedded-System Graphics Library (EGL), a companion API of OpenGL ES.
For this first section, we are going to replace the raw drawing system implemented in the previous chapter with OpenGL ES. A black to white fading effect will demonstrate that the EGL initialization works properly.
Note
The resulting project is provided with this book under the name DroidBlaster_Part5
.