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App opengl es 2.0
App opengl es 2.0








app opengl es 2.0

The sRGB format is only valid when used for the internalformat parameter in OpenGL ES 3.0. r) component in shader code that samples such textures. The vector returned by depth and depth/stencil texture samplers no longer repeats the depth value in its first three components in OpenGL ES 3.0. Use the corresponding RED or RG formats instead. OpenGL ES 3.0 does not define float or half-float formats for LUMINANCE or LUMINANCE_ALPHA data. GlTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_HALF_FLOAT, data) GlTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_HALF_FLOAT_OES, data) The glTexImage functions do not support internalformat constants without explicit sizes. The functionality defined by these extensions is available in the OpenGL ES 3.0 core API, but with some caveats: The OES_depth_texture, OES_packed_depth_stencil, OES_texture_float, OES_texture_half_float, EXT_texture_rg, and EXT_sRGB extensions define constants for use in the internalformat and type parameters of the glTexImage family of functions. To use these features in an OpenGL ES 3.0 context, make the changes described below. Some features defined by OpenGL ES 2.0 extensions are in the core OpenGL ES 3.0 specification, but with changes to their API definitions.

app opengl es 2.0 app opengl es 2.0

For example, the name of the glMapBufferRangeEXT function becomes glMapBufferRange, and the DEPTH_COMPONENT24_OES constant (used in the internalformat parameter of the glRenderbufferStorage function) becomes DEPTH_COMPONENT24. To use these features in an OpenGL ES 3.0 context, simply remove the extension suffixes from function and constant names. The OpenGL ES 2.0 extensions listed below define APIs that are incorporated into the core OpenGL ES 3.0 specification. The features provided by these extensions are also available in OpenGL ES 3.0, but using them in an OpenGL ES 3.0 context may require at least minor code changes. However, some apps also use OpenGL ES 2.0 extensions. OpenGL ES 3.0 is a superset of the OpenGL ES 2.0 specification, so apps that use only core OpenGL ES 2.0 features can be used in an OpenGL ES 3.0 context without changes. Test your app on an OpenGL ES 3.0–compatible device to verify that it behaves correctly. However, if you choose to port shaders to GLSL ES 3.0 to use new features, see the caveats in Adopting OpenGL ES Shading Language version 3.0. (Optional.) You can use the same shader programs in both OpenGL ES 2.0 and 3.0. Update code that uses OpenGL ES 2.0 extensions incorporated into or changed by the OpenGL ES 3.0 specifications, as described in Updating Extension Code below.










App opengl es 2.0