Skip to main content
  • 1431 Accesses

Abstract

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

  • Vertices not only have x- and y-coordinates, but they also have a z-coordinate.

  • Instead of an orthographic projection, a perspective projection is used. Objects further away from the camera will appear smaller.

  • Transformations, such as rotations, translations, and scales, have more degrees of freedom in 3D. Instead of just moving the vertices in the x-y plane, they can now be moved around freely on all 3 axes.

  • A camera is defined with an arbitrary position and orientation in 3D space.

  • The order in which you render the triangles of your objects is now important. Objects further away from the camera must be overlapped by objects that are closer to the camera.

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 29.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 39.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

Authors

Rights and permissions

Reprints and permissions

Copyright information

© 2011 Mario Zechner and Robert Green

About this chapter

Cite this chapter

Zechner, M., Green, R. (2011). OpenGL ES: Going 3D. In: Beginning Android 4 Games Development. Apress. https://doi.org/10.1007/978-1-4302-3988-8_10

Download citation

Publish with us

Policies and ethics