Summary

You should now know the basics of 3D graphics programming with OpenGL ES. You learned how to set up a perspective view frustum, how to specify 3D vertex positions, and what is the z-buffer. You also saw how the z-buffer can both be friend and foe, depending on whether it is used correctly. You created your first 3D object: a texture cube, which turned out to be really easy. Finally, you learned a little bit more about matrices and transformations, and created a hierarchical and very simple camera system. You'll be happy to know that this was not even the tip of the iceberg. In the next chapter, we'll revisit a couple of topics from Chapter 7 in the context of 3D graphics programming. We'll also introduce a few new tricks that will come in handy when you write your final game. We highly recommend playing around with the examples in this chapter. Create new shapes, and go crazy with transformations and the camera systems.

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