Android OpenGL ES and 2D Android OpenGL ES and 2D android android

Android OpenGL ES and 2D


I was in a similar situation.
The way I started with openGL with start by looking at the very basic GLSurfaceView samples/demos.

Start, by setting up your app activity, and set up the basic canvas.

Take a loot at the replica island source code file: GameRenderer.java for how to setup your canvas with the proper GL flags for 2D (sprite) rendering.You should really take a look at SpriteMethodTest by the same author of replica island: http://code.google.com/p/apps-for-android/source/browse/trunk/SpriteMethodTest

See this question where I posted my own code: Using OpenGL to replace Canvas - Android

After you have your canvas set up, you start by calling something like:gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

After that you're ready to render a sprite.First, you'll need to load the sprite into a texture: http://qdevarena.blogspot.com/2009/02/how-to-load-texture-in-android-opengl.html

However, this is the tutorial that really helped me out with loading sprites:http://tkcodesharing.blogspot.com/2008/05/working-with-textures-in-androids.html

This is how I do it, I have a class named Texture.java:

public class Texture{    /*Begin public declarations*/    public float x = 0;    public float y = 0;    public float z = 0;    public float width = 0;    public float height = 0;    /*Begin Private Declarations*/    private GL10 gl;    public int[] texture;    //holds the texture in integer form    private int texture_name;    private int[] mCropWorkspace;    private final BitmapFactory.Options sBitmapOptions;/*Begin Methods*/public Texture( GL10 gl_obj ){    gl = gl_obj;    texture = new int[1];    mCropWorkspace = new int[4];    sBitmapOptions = new BitmapFactory.Options();    sBitmapOptions.inPreferredConfig = Bitmap.Config.RGB_565;    //Log.d(TAG, "Initializing Texture Object");}    public int get_texture_name( ){    return texture_name;}/*Loads the resource to memory*/public boolean Load( Bitmap bitmap ) //rename this to glLoad and don't have it as an initializer parameter{    /*many thanks to sprite method test if this works*/    if ( gl == null )    {        Log.e(TAG, "Failed to load resource.  Context/GL is NULL");        return false;    }    int error;    int textureName = -1;    gl.glGenTextures(1, texture, 0);    textureName = texture[0];    //Log.d(TAG, "Generated texture: " + textureName);    gl.glBindTexture(GL10.GL_TEXTURE_2D, textureName);    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);    gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE);    GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);    mCropWorkspace[0] = 0;    mCropWorkspace[1] = bitmap.getHeight();    mCropWorkspace[2] = bitmap.getWidth();    mCropWorkspace[3] = -bitmap.getHeight();    ((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D,             GL11Ext.GL_TEXTURE_CROP_RECT_OES, mCropWorkspace, 0);    error = gl.glGetError();    if (error != GL10.GL_NO_ERROR)    {         Log.e(TAG, "GL Texture Load Error: " + error);    }    //Log.d(TAG, "Loaded texture: " + textureName);    return true; }}

Then in my onDrawFrame() method I simply do:

Texture texture = ...gl.glBindTexture(GL10.GL_TEXTURE_2D, texture.texture[0]);((GL11Ext) gl).glDrawTexfOES((float)(draw_x + 0.5), (float)(draw_y + 0.5), 0, tile_width, tile_height);

That should get you going with drawing 2D sprites on an openGL canvas.I've noticed that there is really no straightforward tutorial on this. Hopefully in the future I will post one in my dev blog: http://developingthedream.blogspot.com/


2D programming is just 3D programming that's constrained to a plane. You'll have no choice but to learn 3D, but when you're using it just set z = 0.

There is an offical book on OpenGL ES. That might give you the intro that you're after:http://www.amazon.com/OpenGL-ES-2-0-Programming-Guide/dp/0321502795/


I would definately checkout Android - Chris Pruett Google IO lectureWriting real-time games for Android redux

grab the PDF also

it's really helpful on many levels, Chris has really great experience with creating games for mobile devices

but if you are really focused on 2D then start with Canvashttp://developer.android.com/guide/topics/graphics/index.html#drawing-with-canvas

Another option depends on skill level is Flash+AdobeAIR to Android, I myself like and luv programming level and as you further start developing you will find out why.

OpenGL :Check for - Nehe Productions

a couple of apps you may want to put on your phone that is worth it and they are free is:OpenGL Demo,min3d Framework,RedBook Sample