Drawing text seems quite easy but it is often a hard task for most beginning game developers. OpenGL and similar systems do not offer any function that renders text out of the box. This means you have to create one yourself. We are going to show you how. This tutorial will continue with the source code of the previous tutorial.
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.
In this second installment of our OpenGL ES 2.0 Shader tutorials for Android we will look into using textures in our shaders. In our previous tutorial we have explained the whole shader system in OpenGL ES 2.0 and we have made an app that renders a colored triangle. This is nice but if we want to make a game more appealing we should use images instead of only colored objects. In our Real 2D tutorials we have already explained and given code to render textured quads on screen representing an game object. This tutorial will explain just a bit more of what we can do with shaders regarding textures and colors.
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.