![]() GlBindTexture(GL_TEXTURE_2D, overlay_texture) GlBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) ![]() GlBufferData(GL_ELEMENT_ARRAY_BUFFER, 12, indices, GL_DYNAMIC_DRAW) GlBindBuffer(GL_ELEMENT_ARRAY_BUFFER, texture_buffers) GlBufferData(GL_ARRAY_BUFFER, 64, vertices, GL_DYNAMIC_DRAW) GlBindBuffer(GL_ARRAY_BUFFER, texture_buffers) Here's some sample snippets: void FFDisplay::init_texture_buffers() ![]() It's also been a long time since I last looked at VAO's, I actually thought they got rid of them completely. Log.i("WLGFX","Device does not support OpenGL ES 2.0") (ActivityManager) getSystemService(Context.ACTIVITY_SERVICE) įinal ConfigurationInfo configurationInfo =ĪctivityManager.getDeviceConfigurationInfo() įinal boolean supportsEs2 = configurationInfo.reqGlEsVersion >= 0x20000 On startup in the onCreate method just add: // Check if the system supports OpenGL ES 2.0. As far as I know, API 9 introduced openGL ES 2.0.
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