On Tue, Dec 18, 2012 at 7:37 AM, lbendlin <[email protected]> wrote: > Am I right to assume that using multiple APKs is not an option either as > there is no "OpenGL enabled" filter for that?
I am not an OpenGL expert nor a multiple-APK expert, but... The docs say that OpenGL ES 2.0 was made available in the Android SDK starting with Android 2.2. According to the current device dashboards, Android 2.1 and below are 3.1% of the market, while OpenGL ES 1.1-only is 9.2% of the market. So, having multiple APKs based on API level can help *some* of the OpenGL ES 1.1 users (those on Android 2.1 and below). Those who are on Android 2.2+ whose manufacturers did not support OpenGL ES 2.0 drivers would still be screwed under this plan, and that would be 6.1% of the market. The docs say that you can have multiple Android APKs that "differ in their OpenGL texture compression formats" -- I don't know if there's a (possibly cheesy) way of using that to distinguish OpenGL ES 1.1 from 2.0. -- Mark Murphy (a Commons Guy) http://commonsware.com | http://github.com/commonsguy http://commonsware.com/blog | http://twitter.com/commonsguy _The Busy Coder's Guide to Android Development_ Version 4.4 Available! -- 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

