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OpenGL ES 1.0 and 1.1 - This API specification is supported by Android 1.0 and higher. 固定管线。2.0 | 1.10 |
对应GLSL 1.10全面支持Shader编程。
Addition | Promoted from |
---|---|
Shader objects | ARB_shader_objects, heavily modified |
Shader programs | ARB_vertex_shader, ARB_fragment_shader, heavily modified |
Shading language 1.10 | ARB_shading_language_100, heavily modified |
Multiple render targets | ARB_draw_buffers |
Non-power-of-two textures | ARB_texture_non_power_of_two |
Point sprites | ARB_point_sprite |
Separate stencil | ATI_separate_stencil, EXT_stencil_two_side |
OpenGL ES 3.0 - This API specification is supported by Android 4.3 (API level 18) and higher.借鉴了OGL 3.2 3.3 OGL4.0-4.3有Shader Mode 4.0-5.0功能。
The OpenGL ES 3.0 specification[10] was publicly released in August 2012.[11] OpenGL ES 3.0 is backwards compatible with OpenGL ES 2.0, enabling applications to incrementally add new visual features to applications. OpenGL 4.3 provides full compatibility with OpenGL ES 3.0.
New functionality in the OpenGL ES 3.0 specification includes:
Caution: Support of the OpenGL ES 3.0 API on a device requires an implementation of this graphics pipeline provided by the device manufacturer. A device running Android 4.3 or higher may not support the OpenGL ES 3.0 API. For information on checking what version of OpenGL ES is supported at run time, see Checking OpenGL ES Version.
The OpenGL ES 3.1 specification[13] was publicly released in March 2014. New functionality in OpenGL ES 3.1 includes:[14]
OpenGL ES 3.1 is backward compatible with OpenGL ES 2.0 and 3.0, thus enabling applications to incrementally incorporate new features.
OpenGL ES 3.2 works on the same hardware as OpenGL 3.1. It incorporates Android Extension Pack (AEP) into it: "OpenGL ES 3.2 boasts a small number of improvements over last year’s OpenGL ES 3.1. Both make use of similar features from the AEP. From the AEP, OpenGL ES 3.2 compliant hardware will support Tessellation for additional geometry detail, new geometry shaders, ASTC texture compression for a smaller memory bandwidth footprint, floating point render targets for high accuracy compute processes, and new debugging features for developers. These high-end features are already found in the group’s full OpenGL 4 specification."[36][3]
Supported by:
OpenGL SC 2.0 (planned 2016) and Vulkan/SPIR will converge in a "New Generation API for safety certifiable graphics AND compute".[3]
The OpenGL ES 3.2 specification[15] was publicly released in August 2015. New capabilities in OpenGL ES 3.2 include:
更多见:https://en.wikipedia.org/wiki/OpenGL_ES
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原文地址:http://blog.csdn.net/blues1021/article/details/51322134