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Android 4x msaa opengl es 2.0
Android 4x msaa opengl es 2.0




As I said in the OpenGL ES article in OpenGL Pipeline #3, one of the fundamental design principles of OpenGL ES is to avoid providing multiple ways of achieving the same goal. But almost as interesting as what ES 2.0 has, is what it doesn’t have.

android 4x msaa opengl es 2.0

That means, of course, that it supports vertex and fragment shaders written in a high-level programming language. Like its predecessors, OpenGL ES 2.0 is based on a version of desktop OpenGL – in this case, OpenGL 2.0.

android 4x msaa opengl es 2.0

We think you’ll agree that it was worth the wait. We’re very pleased with what we came up with, and excited to have the specification released and silicon on the way. With OpenGL ES 2.0, we moved closer to the cutting edge, so we had less experience to guide us. What took so long? When we created the ES 1.x specifications, we were using mature technology, following paths that the OpenGL ARB had thoroughly explored in older versions of the desktop API. The new specification has been three years in the making – work actually started before the release of our last major release, OpenGL ES 1.1. OpenGL ES 2.0 brings shader-based rendering to cell phones, set-top boxes, and other embedded platforms. It’s here at last! At the Game Developers Conference in March, the OpenGL ES Working Group announced the release of OpenGL ES 2.0, the newest version of OpenGL for mobile devices.

android 4x msaa opengl es 2.0

Shaders Go Mobile: Announcing OpenGL ES 2.0 Shaders Go Mobile: Announcing OpenGL ES 2.0






Android 4x msaa opengl es 2.0