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Graphics & Shaders Mastering OpenGL ES 3
OpenGL ES on Android: The Journey Begins
The opening chapter of a hands-on series on graphics programming for Android.
Summary
This is where the OpenGL ES journey starts — the mental model behind GPU rendering, coordinate systems, and the pipeline that turns numbers into pixels. It sets up everything the rest of the series builds on, from shaders to animated graphics.
The first article in the series — a friendly introduction to GPU rendering on Android, the graphics pipeline, and the coordinate systems that make the rest of OpenGL ES make sense.
Key ideas
- 01 The GPU pipeline is a series of stages that transform vertices into fragments.
- 02 Coordinate systems are the foundation everything else stands on.
- 03 Graphics programming is approachable once the mental model clicks.