Merge "Update documentation for OpenGL ES 1.0 / 1.1 / 2.0" into eclair
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@@ -1,7 +1,7 @@
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Android NDK ChangeLog:
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-------------------------------------------------------------------------------
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current version
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android-ndk-r3
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IMPORTANT BUG FIXES:
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@@ -70,6 +70,11 @@ IMPORTANT CHANGES:
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folder corresponding to the old ABI.
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- Updated the STABLE-APIS.TXT document to clarify the OpenGL ES 1.0/1.1/2.0
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issues regarding specific devices (i.e. 1.0 supported everywhere, 1.1 and
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2.0 on specific devices only, need for <uses-feature> tag in manifest).
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OTHER FIXES & CHANGES:
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- Actually use the awk version detected by host-setup.sh during the build.
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@@ -138,6 +138,29 @@ as in:
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LOCAL_LDLIBS := -lGLESv1_CM.so
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The '1.x' here refers to both versions 1.0 and 1.1 of the OpenGL ES APIs.
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Please note that:
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- OpenGL ES 1.0 is supported on *all* Android-based devices.
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- OpenGL ES 1.1 is fully supported only on specific devices that
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have the corresponding GPU.
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This is because Android comes with a 1.0-capable software renderer that can
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be used on GPU-less devices.
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Developers should query the OpenGL ES version string and extension string
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to know if the current device supports the features they need. See the
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description of glGetString() in the specification to see how to do that:
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http://www.khronos.org/opengles/sdk/1.1/docs/man/glGetString.xml
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Additionally, developers must put a <uses-feature> tag in their manifest
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file to indicate which version of OpenGL ES their application requires. See
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the documentation linked below for details:
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http://developer.android.com/guide/topics/manifest/uses-feature-element.html
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Please note that, at the moment, native headers and libraries for the EGL APIs
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are *not* available. EGL is used to perform surface creation and flipping
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(instead of rendering). The corresponding operations must be performed in your
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@@ -173,6 +196,10 @@ as in:
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LOCAL_LDLIBS := -lGLESv2.so
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Not all devices support OpenGL ES 2.0, developers should thus query the
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implementation's version and extension strings, and put a <uses-feature>
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tag in their Android manifest. See Section III above for details.
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Please note that, at the moment, native headers and libraries for the EGL APIs
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are *not* available. EGL is used to perform surface creation and flipping
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(instead of rendering). The corresponding operations must be performed in your
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