a simple script that shows how you can create an OpenGL ES app in C for Android that focuses on efficient rendering
create simple scripts using OpenGL ES as a basis for understanding how to optimize graphics rendering. The main focus is on ensuring efficient use of shaders, vertex buffer objects (VBO), and ensuring optimal frame rates.
- Android NDK and SDK installed.
- EGL or OpenGL ES 2.0/3.0 Library.
- OpenGL window for rendering (usually SurfaceView on Android).
shader_utils.h
andshader_utils.c
- Helpers for creating shaders and programs.main.c
- OpenGL ES initialization, context creation, shader setup, and rendering loop setup for drawing simple objects.Android.mk
andApplication.mk
- Build scripts for Android NDK.
- Batch Rendering: Use batch rendering techniques to reduce draw calls.
- Shader Efficiency: Optimize shaders for better performance.
- VBO (Vertex Buffer Object): Use VBO to move vertex data to the GPU.
- Multithreading: Utilize separate threads for rendering and game logic.
- Profiling: Use profiling tools like Systrace, GAPID, to narrow down and address bottlenecks.
MIT License - Write With