![]() To use these features in an OpenGL ES 3.0 context, simply remove the extension suffixes from function and constant names. The OpenGL ES 2.0 extensions listed below define APIs that are incorporated into the core OpenGL ES 3.0 specification. ![]() The features provided by these extensions are also available in OpenGL ES 3.0, but using them in an OpenGL ES 3.0 context may require at least minor code changes. However, some apps also use OpenGL ES 2.0 extensions. OpenGL ES 3.0 is a superset of the OpenGL ES 2.0 specification, so apps that use only core OpenGL ES 2.0 features can be used in an OpenGL ES 3.0 context without changes. Test your app on an OpenGL ES 3.0–compatible device to verify that it behaves correctly. However, if you choose to port shaders to GLSL ES 3.0 to use new features, see the caveats in Adopting OpenGL ES Shading Language version 3.0. ![]() (Optional.) You can use the same shader programs in both OpenGL ES 2.0 and 3.0. Update code that uses OpenGL ES 2.0 extensions incorporated into or changed by the OpenGL ES 3.0 specifications, as described in Updating Extension Code below.
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