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Learning LibGDX Game Development- Second Edition

You're reading from   Learning LibGDX Game Development- Second Edition Wield the power of the LibGDX framework to create a cross-platform game

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Product type Paperback
Published in Jan 2015
Publisher Packt
ISBN-13 9781783554775
Length 478 pages
Edition 1st Edition
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Authors (2):
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Suryakumar B Nair Suryakumar B Nair
Author Profile Icon Suryakumar B Nair
Suryakumar B Nair
Andreas Oehlke Andreas Oehlke
Author Profile Icon Andreas Oehlke
Andreas Oehlke
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Table of Contents (16) Chapters Close

Preface 1. Introduction to LibGDX and Project Setup FREE CHAPTER 2. Cross-platform Development – Build Once, Deploy Anywhere 3. Configuring the Game 4. Gathering Resources 5. Making a Scene 6. Adding the Actors 7. Menus and Options 8. Special Effects 9. Screen Transitions 10. Managing the Music and Sound Effects 11. Advanced Programming Techniques 12. Animations 13. Basic 3D Programming 14. Bullet Physics Index

Environment and materials

OpenGL uses materials to refer to the properties of an object that determine how it interacts with light. In practice, when rendering you specify what (shape) to render and how to render. The shape is specified using the Mesh (or more commonly MeshPart), which defines the vertex attributes for the shader. The material is most commonly used to specify the uniform values for the shader.

Uniforms can be grouped into modelspecific (for example, the texture applied or whether or not to use blending) and environmental uniforms (for example, the lights being applied or an environment cubemap). Likewise, the 3D API allows you to specify a material and environment.

Note

To find out more about materials, environments, and attributes visit https://github.com/libgdx/libgdx/wiki/Material-and-environment.

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