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
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
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
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
>
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
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