Pro Android with Kotlin
CHAPTER 9: User Interface
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@de android telegram Pro Android with Kotlin Developing Modern Mobile
211 CHAPTER 9: User Interface Fast Graphics OpenGL ES For Android apps you can use the industry-standard OpenGL ES to render high- performance graphics in 2D and 3D. The user interface development differs significantly from the standard Android OS way, and you have to expect to spend some time learning how to use OpenGL ES. In the end, however, you might end up with outstanding graphics that pay off for the effort. OpenGL ES comes in different versions: 1.x, 2.0, and 3.x. While there is a huge difference in methodology between 1.x and the later versions, the difference between 2.0 and 3.x is not so big. But setting 3.x as a strict requirement, you miss about one-third of all possible users (by beginning 2018), so the recommendation is this: Develop for OpenGL ES 2.0 and only if you really need it add 3.x features. If using 3.x, you best supply fallbacks for devices that do not speak 3.x. In the following sections, we will be talking about version 2.0. OpenGL ES is extremely versatile, and usage patterns are potentially endless. Covering all that OpenGL ES provides goes beyond the scope of the book, but I will present the following scenarios to get you started: Configure the Activity to use OpenGL ES Provide a custom GLSurfaceView class to hold the OpenGL scene Provide two graphics primitives: a triangle that uses a vertex buffer and a shader program, and a quad that uses a vertex buffer, an index buffer, and a shader program Provide a renderer to paint the graphics Briefly outline how to introduce view projection Briefly outline how to add motion Briefly outline how to add light Briefly outline how to react to user input Note OpenGL ES for Android is supported by both the framework and also the Native Development Kit (NDK). In the book we will be putting more weight on the framework classes. Note It doesn’t make sense to use OpenGL ES if the Android OS user interface provides the same functionality and performance is not an issue. |
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