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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

Manipulating geometry


In Chapter 4, Organizing a Virtual Filesystem, we created the Bitmap class to load and store bitmaps in an API-independent way. Now we will create a similar abstraction for geometry data representation that we will later use to submit vertices and their attributes to OpenGL.

Getting ready

Before we proceed with the abstraction, let's take a look at how the vertex specification in OpenGL works. Submitting vertex data to OpenGL requires you to create different vertex streams, and specify ways of their interpretation. Refer to the tutorial if you are unfamiliar with this concept at http://www.opengl.org/wiki/Vertex_Specification.

How to do it…

We have to decide which vertex attributes, or vertex streams, we will store in our mesh. Let's assume that for a given vertex we need a position, texture coordinates, a normal, and a color.

The following are the names and indices of these streams:

const int L_VS_VERTEX   = 0;
const int L_VS_TEXCOORD = 1;
const int L_VS_NORMAL   = 2;
const...
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