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a simple script that shows how you can create an OpenGL ES app in C for Android that focuses on efficient rendering

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Another_OpenGL-ES

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.

Prerequisites

  • Android NDK and SDK installed.
  • EGL or OpenGL ES 2.0/3.0 Library.
  • OpenGL window for rendering (usually SurfaceView on Android).

Explanation:

  1. shader_utils.h and shader_utils.c - Helpers for creating shaders and programs.
  2. main.c - OpenGL ES initialization, context creation, shader setup, and rendering loop setup for drawing simple objects.
  3. Android.mk and Application.mk - Build scripts for Android NDK.

Extensions and Optimizations:

  1. Batch Rendering: Use batch rendering techniques to reduce draw calls.
  2. Shader Efficiency: Optimize shaders for better performance.
  3. VBO (Vertex Buffer Object): Use VBO to move vertex data to the GPU.
  4. Multithreading: Utilize separate threads for rendering and game logic.
  5. Profiling: Use profiling tools like Systrace, GAPID, to narrow down and address bottlenecks.

MIT License - Write With ♥️ By Me.

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a simple script that shows how you can create an OpenGL ES app in C for Android that focuses on efficient rendering

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