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. Additionally, in order to make it easier to provide future updates, I have migrated all of the source to the opengles-book-samples Google Code project. 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. The sample code for the OpenGL ES 2.0 Programming Guide is now available for WebGL, Android 2.2, and iOS 4.2 (in addition to continued support on Windows 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. OpenGL ES API Versions at a Glance OpenGL ES 3.2 - Additional OpenGL functionality
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |