Home
last modified time | relevance | path

Searched refs:ES (Results 1 – 25 of 48) sorted by relevance

12

/frameworks/native/opengl/tests/angeles/
DREADME.txt2 San Angeles Observation OpenGL ES version example
8 This is an OpenGL ES port of the small self-running demonstration
19 limit. For this OpenGL ES version example much of the code is
26 First version of this OpenGL ES port was submitted to the Khronos
27 OpenGL ES Coding Challenge held in 2004-2005.
34 * How to dynamically find and use the OpenGL ES DLL or
37 * How to use the basic features of OpenGL ES 1.0/1.1
45 performance, that holds true for this OpenGL ES version as
48 instead of glDrawArrays. The code uses only OpenGL ES 1.0
51 The reference OpenGL ES implementations used for this application:
[all …]
Dlicense-BSD.txt2 OpenGL ES version example source code
5 San Angeles Observation OpenGL ES version example
Dlicense.txt1 San Angeles Observation OpenGL ES version example
/frameworks/base/docs/html/guide/topics/graphics/
Dopengl.jd1 page.title=OpenGL ES
12 <li><a href="#packages">OpenGL ES packages</a></li>
17 <li><a href="#proj-es1">Projection and camera in ES 1.0</a></li>
18 <li><a href="#proj-es2">Projection and camera in ES 2.0 and higher</a></li>
26 <li><a href="#version-check">Checking OpenGL ES Version</a></li>
47 Displaying Graphics with OpenGL ES</a></li>
48 <li><a href="http://www.khronos.org/opengles/">OpenGL ES</a></li>
49 <li><a href="http://www.khronos.org/opengles/1_X/">OpenGL ES 1.x Specification</a></li>
50 <li><a href="http://www.khronos.org/opengles/2_X/">OpenGL ES 2.x specification</a></li>
51 <li><a href="http://www.khronos.org/opengles/3_X/">OpenGL ES 3.x specification</a></li>
[all …]
/frameworks/base/docs/html/training/graphics/opengl/
Denvironment.jd1 page.title=Building an OpenGL ES Environment
2 parent.title=Displaying Graphics with OpenGL ES
6 previous.title=Displaying Graphics with OpenGL ES
18 <li><a href="#manifest">Declare OpenGL ES Use in the Manifest</a></li>
19 <li><a href="#activity">Create an Activity for OpenGL ES Graphics</a></li>
41 <p>In order to draw graphics with OpenGL ES in your Android application, you must create a
46 about these classes, see the <a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL ES</a>
49 <p>{@link android.opengl.GLSurfaceView} is just one way to incorporate OpenGL ES graphics into your
51 Developers who want to incorporate OpenGL ES graphics in a small portion of their layouts should
53 possible to build up an OpenGL ES view using {@link android.view.SurfaceView}, but this requires
[all …]
Dshapes.jd2 parent.title=Displaying Graphics with OpenGL ES
6 previous.title=Building an OpenGL ES Environment
36 <p>Being able to define shapes to be drawn in the context of an OpenGL ES view is the first step in
37 creating your high-end graphics masterpiece. Drawing with OpenGL ES can be a little tricky without
38 knowing a few basic things about how OpenGL ES expects you to define graphic objects.</p>
40 <p>This lesson explains the OpenGL ES coordinate system relative to an Android device screen, the
46 <p>OpenGL ES allows you to define drawn objects using coordinates in three-dimensional space. So,
50 OpenGL ES graphics pipeline for processing.</p>
86 <p>By default, OpenGL ES assumes a coordinate system where [0,0,0] (X,Y,Z) specifies the center of
89 <a href="{@docRoot}guide/topics/graphics/opengl.html#coordinate-mapping">OpenGL ES</a> developer
[all …]
Ddraw.jd2 parent.title=Displaying Graphics with OpenGL ES
37 with the OpenGL ES 2.0 takes a bit more code than you might imagine, because the API provides a
41 ES 2.0 API.</p>
66 <p>Drawing a defined shape using OpenGL ES 2.0 requires a significant amount of code, because you
71 <li><em>Vertex Shader</em> - OpenGL ES graphics code for rendering the vertices of a shape.</li>
72 <li><em>Fragment Shader</em> - OpenGL ES code for rendering the face of a shape with colors or
74 <li><em>Program</em> - An OpenGL ES object that contains the shaders you want to use for drawing
79 These shaders must be complied and then added to an OpenGL ES program, which is then used to draw
98 the OpenGL ES environment. To compile this code, create a utility method in your renderer class:</p>
115 <p>In order to draw your shape, you must compile the shader code, add them to a OpenGL ES program
[all …]
Dindex.jd1 page.title=Displaying Graphics with OpenGL ES
36 OpenGL ES APIs provided by the Android framework offers a set of tools for displaying high-end,
43 <p>The example code in this class uses the OpenGL ES 2.0 APIs, which is the recommended API version
44 to use with current Android devices. For more information about versions of OpenGL ES, see the <a
48 <p class="note"><strong>Note:</strong> Be careful not to mix OpenGL ES 1.x API calls with OpenGL
49 ES 2.0 methods! The two APIs are not interchangeable and trying to use them together only results in
56 <dt><b><a href="environment.html">Building an OpenGL ES Environment</a></b></dt>
Dmotion.jd2 parent.title=Displaying Graphics with OpenGL ES
38 {@link android.graphics.drawable.Drawable} objects. OpenGL ES provides additional capabilities for
42 <p>In this lesson, you take another step forward into using OpenGL ES by learning how to add motion
48 <p>Rotating a drawing object with OpenGL ES 2.0 is relatively simple. You create another
Dtouch.jd2 parent.title=Displaying Graphics with OpenGL ES
36 getting some attention, but what if you want to have users interact with your OpenGL ES graphics?
37 The key to making your OpenGL ES application touch interactive is expanding your implementation of
41 <p>This lesson shows you how to listen for touch events to let users rotate an OpenGL ES object.</p>
46 <p>In order to make your OpenGL ES application respond to touch events, you must implement the
Dprojection.jd2 parent.title=Displaying Graphics with OpenGL ES
37 <p>In the OpenGL ES environment, projection and camera views allow you to display drawn objects in a
44 this calculation, objects drawn by OpenGL ES are skewed by the unequal proportions of the view
48 onSurfaceChanged()} method of your renderer. For more information about OpenGL ES projections and
53 virtual camera position. It’s important to note that OpenGL ES does not define an actual camera
/frameworks/base/docs/html/tools/help/
Dgltracer.jd1 page.title=Tracer for OpenGL ES
19 <p>Tracer is a tool for analyzing OpenGL for Embedded Systems (ES) code in your Android application.
20 The tool allows you to capture OpenGL ES commands and frame by frame images to help you understand
38 <li>Select <strong>Tracer for OpenGL ES</strong> and click <strong>OK</strong>.</li>
47 <li>Select <strong>Tracer for OpenGL ES</strong> and click <strong>OK</strong>.</li>
52 <p>Tracer captures OpenGL ES command execution logs and can also capture progressive images of the
54 OpenGL ES code. The Tracer tool operates by connecting to a device running Android 4.1 (API Level
62 <p>To capture an OpenGL ES trace for an Android application:</p>
67 <li>In Eclipse or Device Monitor, activate the <strong>Tracer for OpenGL ES</strong>
97 <li>In Eclipse or Device Monitor, activate the <strong>Tracer for OpenGL ES</strong>
[all …]
Dmonitor.jd23 <li><a href="gltracer.html">Tracer for OpenGL ES</a></li>
/frameworks/wilhelm/src/
DREADME.txt2 and multimedia for Android based on Khronos Group OpenSL ES and OpenMAX AL 1.0.1.
13 itf/ OpenSL ES and OpenMAX AL interfaces, including Android-specific extensions
14 objects/ OpenSL ES and OpenMAX AL objects aka classes
/frameworks/wilhelm/doc/
DREADME.txt1 …e OpenSL-ES API you should compile and link the OpenSLES_IID.c file into your project. This file c…
/frameworks/compile/mclinker/lib/Object/
DSectionMap.cpp101 if (!hash::StringHash<hash::ES>::may_include(pNamePair.hash, pHashValue)) in matched()
115 static hash::StringHash<hash::ES> hash_func; in hash()
/frameworks/native/opengl/specs/
DREADME1 This directory contains OpenGL ES and EGL extension specifications that have
/frameworks/compile/mclinker/include/mcld/ADT/
DStringHash.h35 ES enumerator
278 struct StringHash<ES> : public std::unary_function<const llvm::StringRef&, uint32_t>
/frameworks/base/docs/html/guide/appendix/
Dglossary.jd63 OpenGL ES does. The base class is {@link android.graphics.Canvas}.
65 ES</a>.</p></dd>
181 <dt id="opengles">OpenGL ES</dt>
182 <dd> Android provides OpenGL ES libraries that you can use for fast,
186 OpenGL ES functionality.
224 SurfaceView supports both Canvas and OpenGL ES graphics. The base class is
/frameworks/base/docs/html/about/dashboards/
Dindex.jd108 version of OpenGL ES. Note that support for one particular version of OpenGL ES also implies
116 <p>To declare which version of OpenGL ES your application requires, you should use the {@code
127 <th scope="col">OpenGL ES Version</th>
/frameworks/base/docs/html/google/play/
Dfilters.jd236 <td valign="top">OpenGL-ES
240 OpenGL-ES version using the <code>&lt;uses-feature
244 …requests multiple OpenGL-ES versions by specifying <code>openGlEsVersion</code> multiple times in …
248 …requests OpenGL-ES version 1.1, and a user is searching for apps on a device that supports OpenGL-
249 device reports that it supports OpenGL-ES version <em>X</em>, Google Play assumes that it
254 …report an OpenGL-ES version (for example, a device running Android 1.5 or earlier). <strong>Result…
255 …OpenGL-ES 1.0. Google Play will only show the user apps that do not specify <code>openGlEsVersion<…
/frameworks/base/docs/html/guide/topics/manifest/
Duses-feature-element.jd163 <dd>The OpenGL ES version required by the application. The higher 16 bits
165 example, to specify OpenGL ES version 2.0, you would set the value as
166 "0x00020000", or to specify OpenGL ES 3.0, you would set the value as "0x00030000".
174 attribute, then it is assumed that the application requires only OpenGL ES 1.0,
177 <p>An application can assume that if a platform supports a given OpenGL ES
178 version, it also supports all numerically lower OpenGL ES versions. Therefore,
179 an application that requires both OpenGL ES 1.0 and OpenGL ES 2.0 must specify
180 that it requires OpenGL ES 2.0.</p>
182 <p>An application that can work with any of several OpenGL ES versions should
183 only specify the numerically lowest version of OpenGL ES that it requires. (It
[all …]
Dsupports-gl-texture-element.jd89 <td>Ericsson texture compression. Specified in OpenGL ES 2.0 and available in all
90 Android-powered devices that support OpenGL ES 2.0.</td>
/frameworks/base/docs/html/about/versions/
Dandroid-4.3.jd49 <li><a href="#OpenGL">Support for OpenGL ES 3.0</a></li>
507 from an existing video file or using frames generated from OpenGL ES.</p>
581 <h3 id="OpenGL">Support for OpenGL ES 3.0</h3>
583 <p>Android 4.3 adds Java interfaces and native support for OpenGL ES 3.0. Key new functionality
584 provided in OpenGL ES 3.0 includes:</p>
588 …<li>A new version of the GLSL ES shading language with integer and 32-bit floating point support</…
593 <p>The Java interface for OpenGL ES 3.0 on Android is provided with {@link android.opengl.GLES30}.
594 When using OpenGL ES 3.0, be sure that you declare it in your manifest file with the
604 <p>And remember to specify the OpenGL ES context by calling {@link
608 <p>For more information about using OpenGL ES, including how to check the device's supported
[all …]
/frameworks/native/cmds/flatland/
DREADME.txt4 selection). It uses OpenGL ES 2.0, gralloc, and the Android explicit

12