Spend a little more time with "The Red Book" on OpenGL, and it will
make sense to you. It takes a couple of slight shifts in your way of
thinking, but one you change gears, it won't seem so unfriendly.

That said, the "slight shifts" are easier for those of us who used
homogeneous coordinates, orientable manifolds, combinatorial topology
and other similar mathematical ideas before;)

"The Red Book" is at http://fly.cc.fer.hr/~unreal/theredbook/ and for
OpenGL ES, is not out of date, even though that free copy is for
OpenGL 1.1.

One minor nuisance: the Red Book examples assume the use of OpenGL
commands using vertex lists built by bracketing drawing primitives
with glBegin() and glEnd(), but OpenGL ES does not support these. This
is a good idea why it is handy to learn OpenGL on your desktop first
before restricting yourself to the subset available in OpenGL ES...

On Jan 19, 6:58 pm, Brill Pappin <[email protected]> wrote:
> That explains a lot about why things didn't make sense to me... I kept trying 
> to tell it to simply draw points and connect them!
>
> It's actually those vertices that are giving me trouble... they are just not 
> friendly to an Application programmer :)
>
> - Brill Pappin
>
> On 2011-01-19, at 8:24 PM, Indicator Veritatis wrote:
>
> > OpenGL ES, the standard not just for Android but for all mobile phones
> > to date, only supports drawing triangles, not polygons. To get a
> > polygon, you have to triangulate it first, then pass an array of
> > vertices based on that triangulation.
>
> > Triangulation turns out to be a subtle combinatorial problem.
>
> > On Jan 17, 11:59 am, Brill Pappin <[email protected]> wrote:
> >> Thanks Robert. I'll take that advice.
>
> >> In particular what we want are some extensions to the framework(s) that 
> >> make
> >> supporting segmented maps easier for us to work with. Most frameworks have
>
>

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