One view of the layout must be a SurfaceView and AGE supplies implementation for the OpenGL 2 pipeline.
This is a base class Activity you can use to quickly create a gameplay screen activity.
As of R28 you should prefer the GameplayFragment for fragment-based UI management.
This is a base class Fragment (native Fragment not compatibility library Fragment) you can use to quickly integrate into an existing or new fragment-based UI layout.
As of R28 you should prefer this component for a game UI.
This represents the interface between AGE components and display services outside the Open GL environment:
This represents the interface between AGE components and the surface view.
This is the base class of OpenGL surface views. In particular, it implements RenderContext.
This uses the OpenGL 2.x shader pipeline. It makes only 2.x calls.
As of R28 you must only use this component.
This is the actual rendering implementation. It loops through all registered GOs in their layer order, and invokes the Render() method.
There is a matching Render Service for each GLSurfaceView subclass. AGE selects the correct one based on the ViewHost passed in.
This component is responsible for bookkeeping associated with Shader and the current transform matrices in effect. In particular responsible for setting Shader uniforms and attributes (not related to Geometry) and computing final MVP matrix Shader uniform.
This interface has the method for GLES rendering. The Render Service passes the current RenderContext.