OpenGL ES 1.0 and 1.1 were the first portable mobile graphics APIs, defined relative to the OpenGL 1. It remains a prevalent API today, and still is the most widely available 3D graphics API, and remains a solid choice to target the widest range of devices in the market. OpenGL ES 2.0 was the first portable mobile graphics API to expose programmable shaders in the then latest generation of graphics hardware. I only knew the basics of old-fashioned OpenGL (without shaders) before, but I can do (and did implement) some basic Matrix and Vector math. So, yes, Im learning that at the same time. OpenGL ES 3.0 was another evolutionary step for OpenGL ES, notably including multiple render targets, additional texturing capabilities, uniform buffers, instancing and transform feedback. As my first project, Ive chosen to write a small 3D app for iOS, using only OpenGL Es 2.0. OpenGL ES 3.1 - Bringing Compute to Mobile GraphicsÄespite being only a bump in the minor revision of the API, OpenGL ES 3.1 was an enormous milestone for the API, as it added the ability to do general purpose compute in the API, bringing compute to mobile graphics. The latest in the series, OpenGL ES 3.2 added additional functionality based on the Android Extension Pack for OpenGL ES 3.1, which brought the mobile API's functionality significantly closer to it's desktop counterpart - OpenGL. Both methods will install libGLESv1CM, libGLESv2, libEGL, and one or more EGL drivers for your. Run meson configure with -D gles1enabled -D gles2enabled. OpenGL ES API Versions at a Glance OpenGL ES 3.2 - Additional OpenGL functionality Alternatively, if XCB-DRI2 is installed on the system, one can use egldri2 EGL driver with OpenGLES-enabled DRI drivers.
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