Skip to main content

OpenGL ES: Going 3D

  • Chapter
  • First Online:
Beginning Android Games

Abstract

Super Jumper worked out rather well with the 2D OpenGL ES rendering engine. Now, it’s time to go full 3D. We actually already worked in a 3D space when we defined our view frustum and the vertices of our sprites. In the latter case, the z coordinate of each vertex was simply set to 0 by default. The difference from 2D rendering really isn’t all that big.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Author information

Authors and Affiliations

Authors

Rights and permissions

Reprints and permissions

Copyright information

© 2016 Mario Zechner, J.F. DiMarzio and Robert Green

About this chapter

Cite this chapter

Zechner, M., DiMarzio, J.F., Green, R. (2016). OpenGL ES: Going 3D. In: Beginning Android Games. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-0472-6_10

Download citation

Publish with us

Policies and ethics