This allows e. There's no need to continually redo camera matrices between 2D and 3D state changes in shader versions. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Collectives on Stack Overflow. Learn more. OpenGL-ES 2. Ask Question. Asked 10 years, 7 months ago. Active 8 years, 3 months ago.
Viewed 7k times. Improve this question. Davido Davido 2, 22 22 silver badges 38 38 bronze badges. Add a comment. Active Oldest Votes. Improve this answer. Thanks for the tips. Unfortunately, I can't reduce the model size, since these are CAD models being exported that are extremely complex and can't be reduced without losing important information.
One problem with moving away from 1. One feature is solid capped clipping planes. So, always define the coordinates of your OpenGL shapes in a counterclockwise drawing order. Note: It is possible to set an OpenGL environment to treat the clockwise face as the front face, but doing so requires more code and is likely to confuse experienced OpenGL developers when you ask them for help.
Beginning with Android 2. OpenGL ES 2. OpenGL ES 3. The 1. You should carefully consider the graphics requirements and choose the API version that works best for your application. For more information on checking for availability of the 3. Texture compression can significantly increase the performance of your OpenGL application by reducing memory requirements and making more efficient use of memory bandwidth. Caution: The ETC1 format is supported by most Android devices, but is not guaranteed to be available.
Note: The ETC1 texture compression format does not support textures with a transparency alpha channel. If your application requires textures with transparency, you should investigate other texture compression formats available on your target devices.
This texture format offers excellent compression ratios with high visual quality and the format also supports transparency alpha channel. You should investigate texture compression support on the devices you are are targeting to determine what compression types your application should support.
In order to determine what texture formats are supported on a given device, you must query the device and review the OpenGL extension names , which identify what texture compression formats and other OpenGL features are supported by the device. Some commonly supported texture compression formats are as follows:.
Warning: These texture compression formats are not supported on all devices. Support for these formats can vary by manufacturer and device. For information on how to determine what texture compression formats are on a particular device, see the next section.
Using this declaration enables filtering by external services such as Google Play, so that your app is installed only on devices that support the formats your app requires. For details, see OpenGL manifest declarations. These extensions include texture compressions, but typically also include other extensions to the OpenGL feature set. To determine what texture compression formats, and other OpenGL extensions, are supported on a particular device:.
Warning: The results of this call vary by device model! You must run this call on several target devices to determine what compression types are commonly supported. Packaging these extensions together encourages a consistent set of functionality across devices, while allowing developers to take full advantage of the latest crop of mobile GPU devices.
The AEP also improves support for images, shader storage buffers, and atomic counters in fragment shaders. In addition, the platform version must support it. The following code snippet shows an example of how to do so:.
If the method returns true, AEP is supported. You can specify the minimum version of the API your application requires in your manifest , but you may also want to take advantage of features in a newer API at the same time. Before using OpenGL ES features from a version higher than the minimum required in your application manifest, your application should check the version of the API available on the device.
You can do this in one of two ways:. The following code example demonstrates how to check the OpenGL ES version by creating a minimum supported context first, and then checking the version string:. OpenGL ES 1. While performance, compatibility, convenience, control and other factors may influence your decision, you should pick an OpenGL API version based on what you think provides the best experience for your users. Content and code samples on this page are subject to the licenses described in the Content License.
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Create a Things app. Communicate with wireless devices. Configure devices. Interact with peripherals. Build user-space drivers. Manage devices. Create a build. Push an update. Chrome OS devices. App architecture. Architecture Components. UI layer libraries. View binding. Data binding library. Lifecycle-aware components. Paging Library. Explicit layout requests for buffer-backed interface blocks.
In-shader specification of transform feedback parameters. Bind an array of objects of the same type to a sequential range of indexed binding targets in one call.
Values from Query Objects values can be written to a buffer object instead of directly to client memory. A special clamping mode that doubles the size of the texture in each dimension, mirroring it exactly once in the negative texture coordinate directions. One of the stencil-only image formats can be used for textures, and 8-bit stencil is a required format. GLSL multidimensional arrays. Clear Buffer Objects to specific values, ala memset. Arbitrary image copying.
Specifying uniform locations in a shader. Layer and viewport indices available from the fragment shader. Rendering to a Framebuffer Object that has no attachments. Generalized queries for information about Image Formats. Texture , buffer object , and framebuffer invalidation. Issuing multiple indirect rendering commands from a single drawing command.
Improved API for getting info about program object interfaces. Get size of images from GLSL. Buffer object read-write access from shader , via a uniform-block style mechanism. Buffer Textures can now be bound to a range of a buffer object rather than the whole thing. GLSL can detect the available mipmap pyramid of a sampler or image. Immutable storage for multisample textures. The ability to create a new texture , with a new internal format, that references an existing texture's storage.
Separation of vertex format from buffer object. Allows shaders to read and write images , with few but difficult restrictions. Allows texture objects to have immutable storage, and allocating all mipmap levels and images in one call. The storage becomes immutable, but the contents of the storage are not. Allows instanced rendering of data written by transform feedback operations. Allows instanced rendering with a starting instance value. Allows the user to detect the maximum number of samples possible for a particular image format and texture type.
Allows querying of the alignment for pointers returned from buffer object mapping operations. Allows explicitly defining how a fragment shader will modify the depth value , so that the system can optimize these cases better.
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