Searched refs:ES (Results 1 – 25 of 48) sorted by relevance
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2 San Angeles Observation OpenGL ES version example8 This is an OpenGL ES port of the small self-running demonstration19 limit. For this OpenGL ES version example much of the code is26 First version of this OpenGL ES port was submitted to the Khronos27 OpenGL ES Coding Challenge held in 2004-2005.34 * How to dynamically find and use the OpenGL ES DLL or37 * How to use the basic features of OpenGL ES 1.0/1.145 performance, that holds true for this OpenGL ES version as48 instead of glDrawArrays. The code uses only OpenGL ES 1.051 The reference OpenGL ES implementations used for this application:[all …]
2 OpenGL ES version example source code5 San Angeles Observation OpenGL ES version example
1 San Angeles Observation OpenGL ES version example
1 page.title=OpenGL ES12 <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 …]
1 page.title=Building an OpenGL ES Environment2 parent.title=Displaying Graphics with OpenGL ES6 previous.title=Displaying Graphics with OpenGL ES18 <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 a46 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 your51 Developers who want to incorporate OpenGL ES graphics in a small portion of their layouts should53 possible to build up an OpenGL ES view using {@link android.view.SurfaceView}, but this requires[all …]
2 parent.title=Displaying Graphics with OpenGL ES6 previous.title=Building an OpenGL ES Environment36 <p>Being able to define shapes to be drawn in the context of an OpenGL ES view is the first step in37 creating your high-end graphics masterpiece. Drawing with OpenGL ES can be a little tricky without38 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, the46 <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 of89 <a href="{@docRoot}guide/topics/graphics/opengl.html#coordinate-mapping">OpenGL ES</a> developer[all …]
2 parent.title=Displaying Graphics with OpenGL ES37 with the OpenGL ES 2.0 takes a bit more code than you might imagine, because the API provides a41 ES 2.0 API.</p>66 <p>Drawing a defined shape using OpenGL ES 2.0 requires a significant amount of code, because you71 <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 or74 <li><em>Program</em> - An OpenGL ES object that contains the shaders you want to use for drawing79 These shaders must be complied and then added to an OpenGL ES program, which is then used to draw98 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 …]
1 page.title=Displaying Graphics with OpenGL ES36 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 version44 to use with current Android devices. For more information about versions of OpenGL ES, see the <a48 <p class="note"><strong>Note:</strong> Be careful not to mix OpenGL ES 1.x API calls with OpenGL49 ES 2.0 methods! The two APIs are not interchangeable and trying to use them together only results in56 <dt><b><a href="environment.html">Building an OpenGL ES Environment</a></b></dt>
2 parent.title=Displaying Graphics with OpenGL ES38 {@link android.graphics.drawable.Drawable} objects. OpenGL ES provides additional capabilities for42 <p>In this lesson, you take another step forward into using OpenGL ES by learning how to add motion48 <p>Rotating a drawing object with OpenGL ES 2.0 is relatively simple. You create another
2 parent.title=Displaying Graphics with OpenGL ES36 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 of41 <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
2 parent.title=Displaying Graphics with OpenGL ES37 <p>In the OpenGL ES environment, projection and camera views allow you to display drawn objects in a44 this calculation, objects drawn by OpenGL ES are skewed by the unequal proportions of the view48 onSurfaceChanged()} method of your renderer. For more information about OpenGL ES projections and53 virtual camera position. It’s important to note that OpenGL ES does not define an actual camera
1 page.title=Tracer for OpenGL ES19 <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 understand38 <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 the54 OpenGL ES code. The Tracer tool operates by connecting to a device running Android 4.1 (API Level62 <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 …]
23 <li><a href="gltracer.html">Tracer for OpenGL ES</a></li>
2 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 extensions14 objects/ OpenSL ES and OpenMAX AL objects aka classes
1 …e OpenSL-ES API you should compile and link the OpenSLES_IID.c file into your project. This file c…
101 if (!hash::StringHash<hash::ES>::may_include(pNamePair.hash, pHashValue)) in matched()115 static hash::StringHash<hash::ES> hash_func; in hash()
1 This directory contains OpenGL ES and EGL extension specifications that have
35 ES enumerator278 struct StringHash<ES> : public std::unary_function<const llvm::StringRef&, uint32_t>
63 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
108 version of OpenGL ES. Note that support for one particular version of OpenGL ES also implies116 <p>To declare which version of OpenGL ES your application requires, you should use the {@code127 <th scope="col">OpenGL ES Version</th>
236 <td valign="top">OpenGL-ES240 OpenGL-ES version using the <code><uses-feature244 …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 it254 …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<…
163 <dd>The OpenGL ES version required by the application. The higher 16 bits165 example, to specify OpenGL ES version 2.0, you would set the value as166 "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 ES178 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 specify180 that it requires OpenGL ES 2.0.</p>182 <p>An application that can work with any of several OpenGL ES versions should183 only specify the numerically lowest version of OpenGL ES that it requires. (It[all …]
89 <td>Ericsson texture compression. Specified in OpenGL ES 2.0 and available in all90 Android-powered devices that support OpenGL ES 2.0.</td>
49 <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 functionality584 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 the604 <p>And remember to specify the OpenGL ES context by calling {@link608 <p>For more information about using OpenGL ES, including how to check the device's supported[all …]
4 selection). It uses OpenGL ES 2.0, gralloc, and the Android explicit