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Android NDK Game Development Cookbook

You're reading from   Android NDK Game Development Cookbook For C++ developers, this is the book that can swiftly propel you into the potentially profitable world of Android games. The 70+ step-by-step recipes using Android NDK will give you the wide-ranging knowledge you need.

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Product type Paperback
Published in Nov 2013
Publisher Packt
ISBN-13 9781782167785
Length 320 pages
Edition 1st Edition
Languages
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Authors (2):
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Sergey Kosarevsky Sergey Kosarevsky
Author Profile Icon Sergey Kosarevsky
Sergey Kosarevsky
Viktor Latypov Viktor Latypov
Author Profile Icon Viktor Latypov
Viktor Latypov
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Toc

Table of Contents (11) Chapters Close

Preface 1. Establishing a Build Environment 2. Porting Common Libraries FREE CHAPTER 3. Networking 4. Organizing a Virtual Filesystem 5. Cross-platform Audio Streaming 6. Unifying OpenGL ES 3 and OpenGL 3 7. Cross-platform UI and Input Systems 8. Writing a Match-3 Game 9. Writing a Picture Puzzle Game Index

Unifying the OpenGL 3 core profile and OpenGL ES 2


Let's implement a thin abstraction layer on top of OpenGL 3 and OpenGL ES 2, to make our high-level code unaware of the particular GL version that our application runs on. This means that our game code can be completely unaware whether it runs on a mobile or a desktop version of OpenGL. Take a look at the following diagram:

The part that we are going to implement in this chapter is within the High-level API rectangle.

Getting ready

In Chapter 4, Organizing a Virtual Filesystem, we created an example 3_AsyncTexture, where we learned how to initialize OpenGL ES 2 on Android using Java. Now we use GLView.java from that example to initialize a rendering context on Android. No EGL from Android NDK is involved, so our examples will run on Android 2.1 and higher.

How to do it…

  1. In the previous recipe, we mentioned the sLGLAPI struct. It contains pointers to OpenGL functions that we load at startup dynamically. The declaration can be found in LGLAPI.h...

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