Why opengl es




















Advanced Concepts. Threading in WorkManager. App entry points. App shortcuts. App navigation. Navigation component. App links. Dependency injection. Core topics. App compatibility. Interact with other apps. Package visibility. Intents and intent filters. User interface. Add motion to your layout with MotionLayout. MotionLayout XML reference. Improving layout performance. Custom view components. Look and feel. Splash screens.

Add the app bar. Control the system UI visibility. Supporting swipe-to-refresh. Pop-up messages overview. Adding search functionality. Creating backward-compatible UIs. Home channels for mobile apps. App widgets. Media app architecture. Building an audio app. Building a video app. The Google Assistant. Routing between devices. Background tasks. Manage device awake state. Save to shared storage. Save data in a local database.

Sharing simple data. Sharing files. Sharing files with NFC. Printing files. Content providers. Autofill framework. Contacts provider. Data backup. Remember and authenticate users. User location. Using touch gestures. Handling keyboard input. Supporting game controllers. Input method editors. Performing network operations. Transmit network data using Volley.

Perform network operations using Cronet. Transferring data without draining the battery. Reduce network battery drain. Transfer data using Sync Adapters. Bluetooth Low Energy. Wi-Fi infrastructure. Discover and connect.

Runtime API reference. Web-based content. Android App Bundles. Google Play. First, the app sets up the initial state of the particle simulation. Then, for each frame rendered, the app runs a step of its simulation, updating the position, orientation, and velocity of each simulated particle, and then draws visual assets representing the current state of the particles.

Traditionally, apps implementing particle systems run their simulations on the CPU, storing the results of the simulation in a vertex buffer to be used in rendering particle art. However, transferring the contents of the vertex buffer to GPU memory is time-consuming. Transform feedback, by optimizing the power of parallel architecture available in modern GPU hardware, solves the problem more efficiently. With transform feedback, you can design your rendering engine to solve this problem more efficiently.

Figure shows an overview of how your app might configure the OpenGL ES graphics pipeline to implement a particle system animation. Because the vertex buffer containing particle state data is reused between frames, the expensive process of transferring that data to GPU memory only happens once, at initialization time. At initialization time, create a vertex buffer and fill it with data containing the initial state of all particles in the simulation.

Implement your particle simulation in a GLSL vertex shader program, and run it each frame by drawing the contents of the vertex buffer containing particle position data. To render with transform feedback enabled, call the glBeginTransformFeedback function. Call glEndTransformFeedback before resuming normal drawing.

Other graphics programming techniques that can benefit from transform feedback include skeletal animation also known as skinning and ray marching. OpenGL ES 2. OpenGL ES 1. Figure suggests a process flow for an app that uses OpenGL ES to perform animation to the display. When the app launches, the first thing it does is initialize resources that it does not intend to change over the lifetime of the app.

Complex commands or state changes should be replaced with OpenGL ES objects that can be used with a single function call. For example, configuring the fixed-function pipeline can take dozens of function calls. Instead, compile a graphics shader at initialization time, and switch to it at runtime with a single function call. OpenGL ES objects that are expensive to create or modify should almost always be created as static objects.

The rendering loop processes all of the items you intend to render to the OpenGL ES context, then presents the results to the display. In an animated scene, some data is updated for every frame. In the inner rendering loop shown in Figure , the app alternates between updating rendering resources creating or modifying OpenGL ES objects in the process and submitting drawing commands that use those resources.

If the copied data is also used later as part of the process of rendering the current frame, as shown in the middle rendering loop, your app blocks until all previously submitted drawing commands are completed. After the app submits all drawing commands needed in the frame, it presents the results to the screen.

A non-interactive app would copy the final image to app memory for further processing. Finally, when your app is ready to quit, or when it finishes with a major task, it frees OpenGL ES objects to make additional resources available, either for itself or for other apps.

The inner rendering loop alternates between modifying dynamic resources and submitting rendering commands. Try to avoid modifying dynamic resources except at the beginning or the end of a frame.

The rest of this chapter provides useful OpenGL ES programming techniques to implement the features of this rendering loop. X PDF Guide. You can trace graphics applications for debug and analyze performance. See it demonstrated with a flag physics demo. This technique significantly reduces the number of triangles drawn in scenes with massive instancing and low visibility ratios.

Other Graphics Demos. Arm Mali Developer Resources. You don't have to use vertex buffers, I don't think. You can use immediate-mode vertex arrays, too. Am I wrong? Yeah, you don't have to use vertex buffers — Stanislav Ageev. I think we can slowly edit this post to include all missing function calls. And the versions to compare should still be 3. Matth Matth 7 7 bronze badges. The link also contains a great tutorial with examples, well explained how the OpenGL rending pipeline works.

Here is the link for the tutorial. Steve Wyatt Steve Wyatt 41 3 3 bronze badges. Omar Ghannou Omar Ghannou 4 4 silver badges 9 9 bronze badges. See this link. Jafffy Jafffy 8 8 bronze badges. The Overflow Blog. Does ES6 make JavaScript frameworks obsolete?



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