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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

An insight into the OpenGL pipeline


We talk about pipeline because the graphics data goes through a series of steps in which it is transformed. The following diagram shows a simplified representation of the OpenGL ES 2 pipeline:

  • Vertex Processing: An input mesh of vertices, given as a vertex buffer object or a vertex array, is transformed vertex by vertex in a vertex shader. The vertex shader can, for example, move or rotate single vertices, project them onto the screen, adapt texture coordinates, compute lighting, and so on. It generates an output vertex that can be processed further in the pipe.

  • Primitive Assembly: Individual vertices are connected together into triangles, points, lines, and so on. More connection information is specified by the client code when the draw call is sent. It can take the form of an index buffer (each index points to a vertex through its rank) or a predefined rule, such as stripping or fanning. Transformations such as back face culling or clipping are done...

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