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OpenGL ES 2 for Android: A Quick-Start Guide (Pragmatic Programmers) 1st Edition

4.4 4.4 out of 5 stars 52 ratings

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Android is booming like never before, with millions of devices shipping every day. It's never been a better time to learn how to create your own 3D games and live wallpaper for Android. You'll find out all about shaders and the OpenGL pipeline, and discover the power of OpenGL ES 2.0, which is much more feature-rich than its predecessor. If you can program in Java and you have a creative vision that you'd like to share with the world, then this is the book for you.

This book will teach you everything you need to know to create compelling graphics on Android. You'll learn the basics of OpenGL by building a simple game of air hockey, and along the way, you'll see how to initialize OpenGL and program the graphics pipeline using shaders. Each lesson builds upon the one before it, as you add colors, shading, 3D projections, touch interaction, and more.

Then, you'll find out how to turn your idea into a live wallpaper that can run on the home screen. You'll learn about more advanced effects involving particles, lighting models, and the depth buffer. You'll understand what to look for when debugging your program, and what to watch out for when deploying to the market.

OpenGL can be somewhat of a dark art to the uninitiated. As you read this book, you'll learn each new concept from first principles. You won't just learn about a feature; you'll also understand how it works, and why it works the way it does. Everything you learn is forward-compatible with the just-released OpenGL ES 3, and you can even apply these techniques to other platforms, such as iOS or HTML5 WebGL.


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Top Five OpenGL ES Tips

1. Avoid expensive operations on the UI and rendering threads.

To avoid frame rate stutters or the dreaded "Application not responding" dialog from appearing, expensive operations should be run asynchronously in a background thread. This is especially important when it comes to the rendering thread, as rendering at 30 frames per second means that each frame has to complete in about 33 milliseconds to avoid frame stutters.

Garbage collection is an expensive operation that happens non-deterministically and can cause rendering stalls, so to avoid this, you'll also want to minimize object allocation during a frame to reduce pressure on the garbage collector. You may even see benefits to doing a manual GC at certain points in the application.

2. Do expensive texture and shader loads during intermissions.

Some expensive operations need to be done on the rendering thread, such as texture loads and shader compilations. These operations can cause noticeable stuttering if they happen in the middle of rendering, so to avoid this, preload these resources at opportune times, such as when the game / application is loaded, or at the beginning of each level.

3. Take advantage of the libraries out there.

There are many libraries out there that support OpenGL ES 2.0 development without boxing you into a framework or a closed-source middleware solution. Libgdx is one of these libraries, and by using a library like libgdx, you can more easily port your code to other platforms, as well as take advantage of the library's math classes and asset loading management.

4. Read the documentation.

The OpenGL specs and manuals are available for free from Khronos.org. Each GPU vendor also shares a wealth of free information on how to use their GPUs, and as you read the documentation, you'll find that they generally share a lot of advice in common, such as "minimize state switches" and "avoid discard in a fragment shader." Reading these documents and specs will give you a lot more insight into how the GPUs work at a lower level, and will help you understand what the pitfalls are, and how to avoid premature pessimization when writing your OpenGL code.

5. Focus on what will impress the end user.

Sometimes it's easy to lose sight of the end goal, and to become focused on optimizing areas that won't make much of a difference to the end user. Does it matter if we get this shader to execute 2% faster? Or will we make much more of a visual impact by finding a better artist? Find out what the most important areas are, and then focus on improving those first.

About the Author

*Kevin Brothaler* is the founder of Digipom, a mobile software development shop. He has extensive experience in Android development, and he also manages "Learn OpenGL ES":http://www.learnopengles.com/, an online set of OpenGL tutorials for Android and WebGL.

Product details

  • Publisher ‏ : ‎ Pragmatic Bookshelf; 1st edition (July 30, 2013)
  • Language ‏ : ‎ English
  • Paperback ‏ : ‎ 346 pages
  • ISBN-10 ‏ : ‎ 1937785343
  • ISBN-13 ‏ : ‎ 978-1937785345
  • Item Weight ‏ : ‎ 1.4 pounds
  • Dimensions ‏ : ‎ 7.5 x 0.72 x 9.25 inches
  • Customer Reviews:
    4.4 4.4 out of 5 stars 52 ratings

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Customer reviews

4.4 out of 5 stars
52 global ratings

Customers say

Customers find the book provides a clear introduction to OpenGL for beginners. They describe it as an easy read with well-written text and clear examples that work. The text is conversational without being patronizing, and the balance between explaining and providing practical guidance is excellent.

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7 customers mention "Knowledge level"7 positive0 negative

Customers find the book provides a good introduction to OpenGL. It's suitable for beginners and contains relevant information with useful examples. The book is described as amazing and an excellent foundation for understanding OpenGL.

"Absolutely amazing book...." Read more

"...There's a lot of relevant information packed in and some fantastic walk-through examples.4 stars - nothing's perfect" Read more

"...know how to do basic programming, this book is an excellent way to get started understanding, not just using, OpenGL ES...." Read more

"...Java development and very little android programming, this book was perfect for my needs. I highly recommend it to any experienced programmer...." Read more

7 customers mention "Readability"7 positive0 negative

Customers find the book easy to read and well-written. They appreciate the conversational and instructive writing style without being patronizing. The examples are clear and detailed, facilitating a thorough understanding of using shaders with the Android SDK.

"...The examples are clear and detailed and all of them actually worked! (which sadly isn't the case for most programming books)...." Read more

"This book has been paramount to me by facilitating a thorough understanding of using shaders with the Android SDK...." Read more

"...of how to use OpenGL in an Android environment with an excellent balance between explaining what you really need to know about how and why things..." Read more

"...That was where I was at before I got this book.It's an easy read, about 2 days of reading, more if you type in every single example." Read more

Top reviews from the United States

Reviewed in the United States on January 18, 2015
Absolutely amazing book. After struggling for nearly a month trying to get a clear understanding of OpenGL ES for Android by looking at various websites, tutorials, and sample code I was still completely lost. My primary focus was improving the performance of a 2D Android game I am working on, and OpenGL just wasn't clicking for me. I finally decided to pick up this book and it was exactly what I needed. The examples are clear and detailed and all of them actually worked! (which sadly isn't the case for most programming books). The build up on existing code from chapter to chapter is paced very well in my opinion, and I highly recommend this book to anyone in a situation similar to mine.
Reviewed in the United States on October 28, 2013
This book has been paramount to me by facilitating a thorough understanding of using shaders with the Android SDK. Not only that, but this book also breaks down a lot of the complex math revolving around collision detection, game physics, and more. I think this book is great if you are a beginner in OpenGL ES 2, since this book will get you up to speed really fast.

This book is also great if you already know shaders, but you are unfamiliar with using them with the Android SDK. Android can be a bit tricky at times and this book will navigate you through the Android SDK so that your shaders work as intended.

There are chapters in the book that go over Textures, creating a SkyBox, using Vertex Buffer Objects, using Index Buffer Objects, Culling, developing Particle Shaders, Vertex Shader Fundamentals, Fragment Shader fundamentals, creating Terrain, enabling the Depth Buffer, simulating Lights, and MORE! Overall, great book!
5 people found this helpful
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Reviewed in the United States on August 5, 2013
This is, without doubt, the best OpenGL 2 book targeted solely at Android.

There's a lot of relevant information packed in and some fantastic walk-through examples.

4 stars - nothing's perfect
Reviewed in the United States on March 18, 2015
Extremely well written and well organized. The author walks you through real-world examples of how to use OpenGL in an Android environment with an excellent balance between explaining what you really need to know about how and why things work under the hood and avoiding getting bogged down in tedious detail. He walks you through real code (which you can also download from the book's publisher website) demonstrating good coding disciplines to keep code well organized and maintainable (without making that the theme of the book). The text is conversational and instructive without being patronizing.
Reviewed in the United States on November 5, 2016
This book is a total mess. You are supposed to add some code and then remove it and edit it somewhere, but the author doesn't give a detailed description where. The Air Hockey game has multiple versions and Kevin never says when you are supposed to build the app, so you know when the code is supposed to be ready. It will take hours after hours figuring out what is wrong with your code, because this book does not show you the full code of each app version.
Reviewed in the United States on January 17, 2017
Assuming you know how to do basic programming, this book is an excellent way to get started understanding, not just using, OpenGL ES. In real life, you'd probably use a library, but you'd also probably get stuck because you don't understand shaders/textures/transformations etc. That was where I was at before I got this book.

It's an easy read, about 2 days of reading, more if you type in every single example.
One person found this helpful
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Reviewed in the United States on August 31, 2014
This is just what I was looking for. I am a decent Android dev and thought I'd be able to jump in a figure out OpenGL by reading some online tutorials. Most of what I found was for OpenGL 1, not 2 and/or all over the place. It was frustrating. OpenGL definitely has a learning curve and this book fits right in teaching the skills you need to get up and running. I was hesitant to get it on Kindle but it's actually better for me than hardcopy. I just open it up in the Kindle Web Reader and program along with the chapters. I typically go with O'Reilly books because of how pragmatic they are, but it turns out The Pragmatic Programmer series (at least this book) is as-advertised.
2 people found this helpful
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Reviewed in the United States on January 4, 2014
If you have previous experience in Java, this book is for you!

Coming from a background of basic Java development and very little android programming, this book was perfect for my needs. I highly recommend it to any experienced programmer. It might be too much for someone new to programming.
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Amazon Customer
5.0 out of 5 stars This is an excellent book but dated
Reviewed in the United Kingdom on February 11, 2023
After trying to get my head around openGL for a number of years this book finally got me going, it's very well laid out, the examples are fully explained and it takes you through the basics of the main openGL concepts.
The main problem with the book is that it is so out of date, some of the libraries it users ie FloatMath are discontinued so you need to change these to use the supported version, also it was written before openGL 3 was released, however all the gl2 code works fine on gl3.
I would still highly recommend this book though as it's so well written and laid out. Just a shame it's not been updated with all the latest stuff.
Certified Buyer
3.0 out of 5 stars Air hockey incomplete code
Reviewed in India on December 1, 2016
Air hockey game code is not complete in the book , it's not given how to put AI for the opponent.
Giuseppe Pappalardo
5.0 out of 5 stars Must have book
Reviewed in Italy on July 18, 2016
secondo me il miglior libro in circolazione su opengl es e android. Espone gli argomenti in modo chiaro e permette di prendere padronanza dei topic. davvero consigliato a tutti quelli che vogliono imparare.

In my opinion the best book on opengl es and android. it discuss all the topic in a very clear way, allowing to be confident on the topic. Strongly suggested to whom would like to learn opengl with android
DerLeser
5.0 out of 5 stars Fantastisch
Reviewed in Germany on April 24, 2015
Ich habe noch nie mit einem Buch derart produktiv arbeiten und lernen können. Alles wird sehr verständlich erklärt. Jeder, der halbwegs Ahnung von der Android - Programmierung und ausreichende Englisch - Kenntnisse hat, wird nach der Lektüre dieses Buches problemlos OpenGL ES 2.0 - Anwendungen erstellen können.

Versprochen.
jlm
3.0 out of 5 stars Pour démarrer...
Reviewed in France on December 2, 2014
Très bon livre pour débuter avec OpenGL, la démarche est très progressive et la pédagogie est bonne. La qualité du papier laisse à désirer...