Often when you develop an app which needs some sort of data-retrieval from a server or something like that, you will need something that lets you press a button to update the data. When you press this button, you will want to show the user that it is updating and you want to show the user that the updating process has ended. This tutorial will show you a nice way of doing this, just like popular apps like GMail do nowadays.
In our third shaders tutorial we will use the knowledge we have gained from the second tutorial and we use it to create gray scaled textures. You can create a texture that is already gray scaled and use it with our simple texture shader and you are right, however, there are some situation in which you want to be able to do it runtime. We will show you various forms of gray scaling available using shaders.
We have rendered images on screen and learned a lot about the OpenGL’s graphics system and the results looks fine for learning purposes but if we want to create an actual game and release it to the world, it should look the same on all devices, no matter what size the screen is or what resolution the device supports. This tutorial will show a simple system that you can use in order to get your game looking the same on almost every device.
Android is a complex system of all sorts of logic and systems which are available to us. This is very nice but it also gives us multiple ways to achieve the same thing and here it gets a little bit complicated. In this post we will look a bit into checking if your application is the currently active one.
OpenGL ES 2.0 requires us to use shaders, which is very nice because it lets us do a lot of nice things. This series of tutorials will go into the subject of shaders. This installment will cover the basic setup of a shader and explains a bit what’s what.
Here is our 4th installment of the Real OpenGL ES 2.0 2D tutorial series! We will cover transformations in this tutorial like translation, rotation and scaling. In our previous tutorial we already translated our image using our touchscreen, the thing is however, it is not the only way we can do translations. So what is wise? We will continue with the source code from the previous tutorial.