I’ve finally got an Android Wear device and It’s the Huawei Watch. At first I wanted the Moto360 2nd gen (for the larger screen) but I was unable to buy it from motorola.com and after several attempts I ended up with a paid order but no watch (money is deposited somewhere and should return after once month of the “purchase”). I’m glad I didn’t end up with a “flat tire” and a pixelated ambient display!
So anyway, I went back to my old app Hexscreen and extracted some code to a separate module then used it in a new Android Wear application and ended up with this nice and interactive test 🙂
I wanted to make something similar to the ripple effect but since product-grade libraries for that specific purpose exist I just ended up experimenting with OpenGL ES2 and here’s the result:
Why did I go with OpenGL instead of a canvas? because shaders :D, with a fragment shader you can get various effects. add post processing and you’ll get even more effects! Here I tried something really simple as shown in the video above.
So I again went playing with OpenGL ES 2 on Android, this time I added clouds to the terrain:
Not only that but I also learned new things about OpenGL ES 2 and fixed some deadly bugs in my previous code and reorganized the code in a better way.
Here are some screenshots showing the results of using different textures and different Read more…
Hello :), a while ago I decided to learn OpenGL ES 2.0 in Android, so I decided to make a simple terrain, and now I want to share my thoughts about this experience :D.
Edit: after reading this post please take a look at Android Terrain Test 2 : Clouds where the code is better and bugs are fixed (clouds were added too 😛 ).