![]() ![]() OpenGL ES 3.0 is an optional feature that depends on underlying graphics hardware. You can use the OpenGL ES 3.0 APIs to create highly complex, highly efficient graphics that run across a range of compatible Android devices, and you can support a single, standard texture-compression format across those devices. Key new functionality provided in OpenGL ES 3.0 includes acceleration of advanced visual effects, high quality ETC2/EAC texture compression as a standard feature, a new version of the GLSL ES shading language with integer and 32-bit floating point support, advanced texture rendering, and standardized texture size and render-buffer formats. #Opengl 4.3 textures and lighting how toA common scenario we also want to load an image from file to provide the data to the texture, see this page it you are not sure how to do this. ![]() ![]() You can take advantage of OpenGL ES 3.0 and related EGL extensions using either framework APIs or native API bindings through the Android Native Development Kit (NDK). To use a texture inside a shader we first need to create an OpenGL texture object. From the Android Developers Website: OpenGL ES 3.0 for High-Performance GraphicsĪndroid 4.3 introduces platform support for Khronos OpenGL ES 3.0, providing games and other apps with highest-performance 2D and 3D graphics capabilities on supported devices. This code sample demonstrates the creation of a texture in OpenGL 4.3 that has a sub-region updated by an OpenCL C kernel running on Intel Processor Graphics with Microsoft Windows. ![]()
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