[android-developers] Re: OpenGL hardware requirements specification

2009-12-19 Thread shaun
Robert, your right. Accessing the gl extensions at runtime will tell us what effects we can use. But I Wa thinking that even if all the extensions I want are available, maybe my program uses them all very heavily and I want to limit that based on the class (horsepower) of the gpu. I have not done

[android-developers] Re: OpenGL hardware requirements specification

2009-12-18 Thread Robert Green
Shaun, Most "effects" are things that you program so to enable/disable them, you have to do it in your own code. Most other primitive features like fog, lights and texture filtering are all controllable in GL, so you wouldn't need any additional configuration options for your GPU. I'm comfortabl

[android-developers] Re: OpenGL hardware requirements specification

2009-12-18 Thread shaun
And to be able to access the device's setting for GPU class (or whatever it ends up being) programmatically at runtime if we want to disable/enable features/effects based upon its value. On Dec 18, 3:12 pm, shaun wrote: > I think Robert Green is on the right track.  We need something like > this

[android-developers] Re: OpenGL hardware requirements specification

2009-12-18 Thread shaun
I think Robert Green is on the right track. We need something like this now! On Dec 18, 2:34 pm, Robert Green wrote: > I'd really like to see a GPU Class enumeration starting with the > software renderer. > > android:gpuClass="integer" > > class 0 = software renderer > class 1 = MSM7200 series >

[android-developers] Re: OpenGL hardware requirements specification

2009-12-18 Thread Robert Green
I'd really like to see a GPU Class enumeration starting with the software renderer. android:gpuClass="integer" class 0 = software renderer class 1 = MSM7200 series class 2 = PowerVR SGX series class 3 = Some faster, more powerful GPU etc... This way, we could specify that a game only works on cl