Somewhat off topic, but is there a means to an extension from java? How would you get the interface for the function?

On 10/18/2010 3:21 PM, Robert Green wrote:
FYI:

Extensions are only listed if the GL implementation is below the
version that has the same filter built-in.

For example, the original droid DOES support VBOs, but it's not listed
as an extension.  It shouldn't be, because you can see that the GLES
version given when initializing a 1.1 context is 1.1, meaning it has
all 1.1 features (of which VBOs are part of).  It will also initialize
a 2.0 context, meaning it will support all 2.0 standard features (so
don't expect an extension for FRAME_BUFFER_OBJECT etc, as that's part
of 2.0).

The first gen phones are 1.0, which does not include VBO support,
which is why you'll see a VBO extension on them (As well as many
others that you won't see on a 1.1 chip).

Extensions extend base functionality, which is why you don't see them
when the base functionality already contains it.  Please review the
official docs at http://www.khronos.org/registry/gles/ for more info
on this.

On Oct 18, 1:50 pm, EboMike<ebom...@gmail.com>  wrote:
Well great, there are two threads now. Here's the other 
one:http://stackoverflow.com/questions/2093594/opengl-extensions-availabl...

On Oct 18, 11:48 am, EboMike<ebom...@gmail.com>  wrote:







The OS market share list is 
here:http://developer.android.com/resources/dashboard/platform-versions.html
My recommendation: Require Android 2.0 and Open GL ES 2.0, this will
allow you to use vertex/fragment shaders. Check for extensions like
vertex buffer objects and use them, but don't require them (the
original Droid doesn't have VBOs, but it still popular). That should
allow your app to run on most modern phones and have good performance.
Btw, there was a thread on Stack Overflow where people posted
available extensions on several 
phones:http://stackoverflow.com/questions/3881197/opengl-es-2-0-extensions-o...
-Mike
On Oct 18, 11:36 am, Tudor Tihan<tudorti...@gmail.com>  wrote:
Thank, 2.2 sounds good.
I dont want to build a game that runs on all hardware, just the top
range hardware,
since fixed function looks like crap in nowadays shader world.
Where would I find an accurate OS/device market share list?
On Oct 16, 1:33 pm, Nightwolf<mikh...@gmail.com>  wrote:
Results are pretty good. However iPhone 4 has higher resolution (960
by 640) so in some cases it'll be harder for it to compete.
BTW Samsung Galaxy S gets Android 2.2 in Europe.
Anyway there are only 33% of Android 2.2 phones. And only few of them
are Samsung. If your game will run smooth only on one device you won't
get large install base.
On 14 ÏËÔ, 18:22, Tudor Tihan<tudorti...@gmail.com>  wrote:
Thank you all for your answers.
@Nightwolf: That link was much appreciated. I also found this
benchmark comparison, how do the results
look to 
you:http://www.glbenchmark.com/compare.jsp?benchmark=glpro11&showhide=tru...)
@Andy:
On Oct 14, 12:32šam, Adam Hammer<adamhamm...@gmail.com>  wrote:
I do mine on a N1.
2.2 is a target if you want to support ES2.0. You can do so in 2.1 but
it'll be a headache using the NDK for such. [...]
Can you give me a bit more details on this? The only high performance
phone
I can get in my country (Romania) is the Samsung Galaxy S, but it is
2.1.
I am interested in making use of shaders in a character detailed 3D
video game
with lots of particle effects. What sort of pain would I get myself
into if I bought thatphone?

--
Leigh McRae
www.lonedwarfgames.com

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