Hi Mario, On Dec 12, 9:14 pm, Mario Zechner <[email protected]> wrote: > I think the only thing needed is a manifest tag that let's you specify > the OpenGL ES profile you want to work have available.
This doesn't tell me if the implementation has enough texture units or user clip planes etc. > That feature is > already there but it seems some devices don't report it correctly. > > Everything else can and should be checked at runtime. Why do you say that? In particular, emulating user clip planes in OpenGL ES 1.1 is almost impossible and most implementations provide several of them. I would much prefer to filter out those few devices that don't in the market. > That's what the > extension string is for. Actually, you can even check for GLES2 > support via EGL. Adding all possible OpenGL extensions to the manifest > file will result in a lot of pain for everyone. Why? > And given that > manufacturers aren't capable of letting their devices return the GLES > profile i wouldn't rely on any manifest attributes the market tries to > check anyways in case of OpenGL. Well I would expect the market client to call glGetString() / glGetIntegerv() to get the values to compare with, so it would use the same value that the app would test at runtime. > Most drivers have horrible problems > and manufacturers don't give a damn. Yes, there are certainly some bugs. -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

