Let’s follow up with the implementation in buffer.c: #include "buffer. BUFFER_OFFSET() is a helper macro that we’ll use to pass the right offsets to glVertexAttribPointer(). We’ll use create_vbo to upload data into a vertex buffer object. GLuint create_vbo(const GLsizeiptr size, const GLvoid* data, const GLenum usage) Let’s begin with buffer.h: #include "platform_gl.h" To start off, let’s cover all of the source files that go into /src/core. This will help to keep our source code more organized as we add more features and source files. We’ll also rename glwrapper.h to platform_gl.h for all platforms. src/emscripten => rename to /src/platform/emscripten src/android => rename to /src/platform/android The first thing that we’ll do is move things around, so that they follow this new structure: In this section, we’ll cover all of the new changes to the platform-independent core code that we’ll be making to support the new features. įor a “friendlier” introduction to OpenGL ES 2 using Java as the development language of choice, you can also check out Android Lesson One: Getting Started or OpenGL ES 2 for Android: A Quick-Start Guide. You can setup a local git repository with all of the code by cloning ‘article-1-clearing-the-screen’ or by downloading it as a ZIP from GitHub. Calling OpenGL from C on the Web by Using Emscripten, Sharing Common Code with Android and iOS.Calling OpenGL from C on iOS, Sharing Common Code with Android.It’s designed to handle all the complexity involved in loading and displaying images in your app, so you don’t have to. OpenGL from C on Android by using the NDK Glide is a fast and efficient image-loading library for Android.Prerequisitesīefore we begin, you may want to check out the previous posts in this series so that you can get the right tools installed and configured on your local development machine: To check out the completed project for this part of the series, head over to GitHub and download the files for ‘article-2-loading-png-file’. In this post, we cover the new core code and the new Android platform-specific code. PNG or JPG files) or VectorDrawable xml assets. By taking advantage of open source libraries like libpng and zlib, most of our code can remain platform independent. You can use the painterResource function: Image (painterResource (R.drawable.icxxxx),'content description') The resources with the given id must point to either fully rasterized images (ex. We can put most of our common code into a core folder, and call into that core from a main loop in our platform-specific code. In this post, we’ll expand on that work and add support for PNG loading, shaders, and VBOs. In the last post in this series, we setup a system to render OpenGL to Android, iOS and the web via WebGL and emscripten.
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