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In this chapter, we’ve lightly touched on a number of topics related to Android’s powerful graphics features. First, we looked at how both Java and XML can be used with the Android Graphics API to describe simple shapes. Next, we examined how to use Android’s frame-by-frame XML to create an animation. You also learned how to use more standard pixel manipulation to provide the illusion of movement through Java and the Graphics API. Finally, we delved into Android’s support of OpenGL ES. We looked at how to create an OpenGL ES context, and then we built a shape in that context as well as a 3D animated cube. Finally, we took a high-level look at a RenderScript application and discussed how the RenderScript system works inside Android.
Graphics and visualizations are large and complex topics that can easily fill a book. But because Android uses open and well-defined standards and supports an excellent API for graphics, it should be easy for you to use Android’s documentation, API, and other resources, such as Manning’s Java 3D Programming by Daniel Selman, to develop anything from a new drawing program to complex games.