paxbamboo.blogg.se

Opengl es 2.0 spec
Opengl es 2.0 spec





opengl es 2.0 spec

UE4 also has SM4 DX10 and OpenGL 3 rendering paths so while tessellation and compute shaders are integral parts of UE4, they aren't required, and that wasn't just an exception made for mobile. What is the best way to do this in OpenGL ES 2. even if DX11/OGL4 were available since there's more to mobile than just being a slower console. Geometry instancing in OpenGL ES 2.0 Ask Question Asked 11 years ago Modified 11 years ago Viewed 12k times 12 I am planning to do geometry instancing in OpenGL ES 2.0 Basically I plan to render the same geometry (a chair) maybe 1000 times in my scene. OpenGL ES 3.0 - This API specification is supported by Android. In any case, usually you are not using equivalent functionality. OpenGL ES 2.0 - This API specification is supported b y Android 2.2 (API level 8) and higher. Thus, there might be situations in which OpenGL Es 1.1 is faster. Yes it won't be as simple as setting some checkboxes and additional work and testing will be required to get things looking right on mobile, but presumably games would need to be optimized for mobile anyways with changes to level design, graphical assets, input, etc. That said, using OpenGL ES 1.1 might allow the GPU to use certain optimizations that might not be available in OpenGL ES 2.0. It may be more work for engine programmers to support various OpenGL ES versions rather than focusing just on the latest DirectX and OpenGL standards, but it should be less of an impact on game designers, which is why even big game studios are standardizing on a few popular game engines rather than building their own. Aren't engines supposed to abstract some of the need to worry about the low level rendering code? UE4 continues to support OpenGL ES 2.0, I'm not sure if it supports OpenGL ES 3.0 at all yet, and even runs on an iPhone 4, although only with a low dynamic range profile at non-retina resolution.







Opengl es 2.0 spec