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Android NDK Game Development Cookbook

You're reading from   Android NDK Game Development Cookbook For C++ developers, this is the book that can swiftly propel you into the potentially profitable world of Android games. The 70+ step-by-step recipes using Android NDK will give you the wide-ranging knowledge you need.

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Product type Paperback
Published in Nov 2013
Publisher Packt
ISBN-13 9781782167785
Length 320 pages
Edition 1st Edition
Languages
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Authors (2):
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Sergey Kosarevsky Sergey Kosarevsky
Author Profile Icon Sergey Kosarevsky
Sergey Kosarevsky
Viktor Latypov Viktor Latypov
Author Profile Icon Viktor Latypov
Viktor Latypov
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Toc

Table of Contents (11) Chapters Close

Preface 1. Establishing a Build Environment 2. Porting Common Libraries FREE CHAPTER 3. Networking 4. Organizing a Virtual Filesystem 5. Cross-platform Audio Streaming 6. Unifying OpenGL ES 3 and OpenGL 3 7. Cross-platform UI and Input Systems 8. Writing a Match-3 Game 9. Writing a Picture Puzzle Game Index

Initializing the OpenGL 3 core profile on Windows

OpenGL 3.0 introduced the idea of features deprecation. Some features could be marked as deprecated and could be removed from the specification in later versions. For example, immediate mode rendering via glBegin ()/glEnd () was marked as deprecated in OpenGL standard Version 3.0 and removed in Version 3.1. However, many OpenGL implementations retain the deprecated functionality. For example, they want to be able to provide a way for users of modern OpenGL versions to access the features from old APIs.

Starting from the OpenGL Version 3.2, a new mechanism was introduced to allow the user to create a rendering context of particular version. Each version allows backwards-compatible, or core profile contexts. A backwards-compatible context allows the use of all features marked as deprecated. The core profile context removes the deprecated functionality, making the API cleaner. Furthermore, the OpenGL 3 core profile is much closer to the mobile...

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