Initialising OpenGL ES Objects

Initialises shaders, buffers and other state required to begin rendering with OpenGL ES

These steps set up all of the OpenGL ES objects required by the application and check to see if they have initialised correctly. These objects are used to render the triangle into framebuffers which are then shown on the screen. Initialise the OpenGLES variables.

 	_fragmentShader = 0, _vertexShader = 0;
 	_shaderProgram = 0;
 	_vertexBuffer = 0;
 	_texture = 0;
 
 	_angle = 0;
 

Initialise the vertex data in the application.

 	if (!initializeBuffer())
 	{
 		return false;
 	}
 

Initialise the fragment and vertex shaders used in the application.

 	if (!initializeShaders())
 	{
 		return false;
 	}
 

Initialise the texture used in the application.

 	if (!initializeTexture())
 	{
 		return false;
 	}
 
 	return true;