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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

Rendering particle effects


DroidBlaster needs a background to make it more pleasant-looking. As the action is located in space, what about a falling star to give an impression of speed?

Such an effect can be simulated in several ways. One possible choice consists of showing a particle effect, where each particle corresponds to a star. OpenGL provides such a feature through Point Sprites. A point sprite is a special kind of element that requires only one vertex to draw a sprite. Combined with a whole vertex buffer, many sprites can be drawn at the same time efficiently.

Point sprites are usable with vertex and fragment shaders. To be even more efficient, we can use their power to process particle movement directly inside the shaders. Thus, we will not need to regenerate the vertex buffer each time a particle changes, like we have to do with sprite batches.

Note

The resulting project is provided with this book under the name DroidBlaster_Part8.

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