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.
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© 2016 Mario Zechner, J.F. DiMarzio and Robert Green
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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
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DOI: https://doi.org/10.1007/978-1-4842-0472-6_10
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Publisher Name: Apress, Berkeley, CA
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Online ISBN: 978-1-4842-0472-6
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