08-25-2012 07:41 PM
I'm fairly new to development with OpenGL, and I have a question regarding having multiple screens (and by that I mean something along the lines of a menu 'screen', game 'screen', options 'screen', etc).
If I want to implement mutliple screens, would it be best to create a different EGL surface for each screen? or would it be best to create a single surface for the playbook screen and then change whats being drawn on it depending on which screen is to be displayed?
I couldn't find any example that talked about this on the dev page... would anyone be able to point me in the write direction or link me to some sample code? Thanks
09-04-2012 11:31 AM - edited 09-04-2012 11:32 AM
Thanks for posting!
The best way to implement multiple screens within an full OpenGL App would be to use a single EGL surface and then render the appropriate OpenGL content (Model) based on the game events. One reason to not use multiple EGL surface is that switching between them would cause a screen flush and that is not good.
Most of the OpenGL game rendering books should have this information.
Another good starting point would be to take a look at some of the opensource implementations (such as www.gameplay3d.org) that must have this code implemented inside.
09-04-2012 11:56 PM