Thank you. I thought as much but wasn't sure.
On 10/18/2010 5:18 PM, EboMike wrote:
Apologies, I misread your post and realized that only after sending my
answer. There's no way to use those extensions in Java to the best of
my knowledge other than what's wrapped via GL10Ext and GL11Ext.
-Mik
Apologies, I misread your post and realized that only after sending my
answer. There's no way to use those extensions in Java to the best of
my knowledge other than what's wrapped via GL10Ext and GL11Ext.
-Mike
On Oct 18, 2:15 pm, Leigh McRae
wrote:
> That tells you which extensions exist whi
That tells you which extensions exist which is pretty 101. I'm talking
about extensions that introduce a new function such as the VBO extension
would require glBufferData if running on OGL ES 1.0
On 10/18/2010 5:11 PM, EboMike wrote:
Just look at the links I posted.
String extensions = gl.gl
Just look at the links I posted.
String extensions = gl.glGetString(GL10.GL_EXTENSIONS);
-Mike
On Oct 18, 2:07 pm, Leigh McRae
wrote:
> 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
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
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 contex
Well great, there are two threads now. Here's the other one:
http://stackoverflow.com/questions/2093594/opengl-extensions-available-on-different-android-devices
On Oct 18, 11:48 am, EboMike wrote:
> The OS market share list is
> here:http://developer.android.com/resources/dashboard/platform-vers
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
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 wrote:
> Results are pretty good.
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 o
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=true&certified_only=2&D1=Apple%20iPhone%203G%20S&D2=Apple%20iPhone%204&D3=Samsung%20
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. You can also do
significantly more on 2.2 because the JIT performance boost. So if you
want pixel shaders I'd 100% recommend going 2.2 for dev. It really
depends on
http://androidandme.com/2010/10/news/3dmarkmobile-gpu-showdown-adreno-205-vs-powervr-sgx540/
Those are the fastest.
However if install base matters then you should target the least
capable device.
On 13 окт, 19:31, Tudor Tihan wrote:
> Hello everyone,
>
> What do you think is the best phone for
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