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Android NDK Beginner`s Guide - Second Edition

You're reading from   Android NDK Beginner`s Guide - Second Edition Discover the native side of Android and inject the power of C/C++ in your applications

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Product type Paperback
Published in Apr 2015
Publisher Packt
ISBN-13 9781783989645
Length 494 pages
Edition 1st Edition
Languages
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Author (1):
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Sylvain Ratabouil Sylvain Ratabouil
Author Profile Icon Sylvain Ratabouil
Sylvain Ratabouil
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Table of Contents (13) Chapters Close

Preface 1. Setting Up Your Environment FREE CHAPTER 2. Starting a Native Android Project 3. Interfacing Java and C/C++ with JNI 4. Calling Java Back from Native Code 5. Writing a Fully Native Application 6. Rendering Graphics with OpenGL ES 7. Playing Sound with OpenSL ES 8. Handling Input Devices and Sensors 9. Porting Existing Libraries to Android 10. Intensive Computing with RenderScript 11. Afterword Index

Drawing 2D sprites


2D games are based on sprites, which are pieces of images composited onscreen. They can represent an object, a character, a static, or an animated element. Sprites can be displayed with a transparency effect using the alpha channel of an image. Typically, an image will contain several frames for a sprite, each frame representing a different animation step or different objects.

Tip

If you need a powerful multiplatform image editor, consider using GNU Image Manipulation Program (GIMP). This program is available on Windows, Linux, and Mac OS X, and is a powerful and open source. You can download it from http://www.gimp.org/.

Several techniques exist to draw sprites using OpenGL. One of these is called Sprite Batch. This is one of the most efficient ways to create 2D games with OpenGL ES 2. It is based on a vertex array (stored in main memory) that is regenerated during each frame with all the sprites to render. Rendering is performed with the help of a simple vertex shader that...

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