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OpenGL Game Development By Example

You're reading from   OpenGL Game Development By Example Design and code your own 2D and 3D games efficiently using OpenGL and C++

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Product type Paperback
Published in Mar 2016
Publisher
ISBN-13 9781783288199
Length 340 pages
Edition 1st Edition
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Authors (2):
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Robert Madsen Robert Madsen
Author Profile Icon Robert Madsen
Robert Madsen
Stephen Madsen Stephen Madsen
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Stephen Madsen
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Toc

Table of Contents (14) Chapters Close

Making a splash


A splash menu adds a touch of class to your game and also does a little bragging. Typically, the splash screen shows off your company logo. In fact, many game projects have multiple studios that work on them, so there are often multiple splash screens. We will use just one!

It is important to get the splash screen up and running as soon as possible, so we will do that before we perform any other loading. Part of the function of a splash screen is to give the player something pretty to look at while the rest of the game is loading.

Creating the splash screen

It's up to you to create a splash screen that defines your game. For convenience, we have included one in the code resource package for this chapter called splash.png. Make sure you copy splash.png into your project. The only requirement for the splash image is that it is 800 x 600 pixels, the same resolution as our game screen.

Defining the splash screen

As with all images in this game, we will implement the splash screen...

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