I need some OpenGL extensions (ANDROID_extension_pack_es31a) on my Google Tango. glGetString(GL_EXTENSIONS) lists all the extensions I need, so I'm sure the hardware supports it. While searching for a solution it seems that these extensions are available with API-21 (not quite sure about that).
My device still runs API-19 and I'm able to find out if/how I can update it.
I'm also not able to find a way to use the extensions in API-19.
Do you have any suggestions on how to solve any of problems?
I should mention, that I'm using the NDK for this project.
Thanks
Kai
If you want to use anything opengl Es 3.1, it have to be API-21.
There is not way you use them on API-19 which is current Project tango at.
Related
I was implementing an algorithm using Vulkan. There seems to be one extension missing in my Vulkan sdk. Where can I download this extension and how can I install it?
I have known the exact extension I need but I have no idea what to do next.
Vulkan extensions are provided by the driver of your GPU, you cannot install them by yourself.
If the extension you looking for is more recent than the driver of your GPU, you can still try to update it.
Otherwise, it's mean your extension is not supported by your hardware and there is nothing you can do about.
Currently I'm doing some GLSL-stuff and to my surprise I cannot find a reasonable IDE for this (MacOS). Nothing to fancy, but just a way to change the code and see the results. I know of the Shadertoy-website, but I'm more interested in an offline solution.
So I came across the built-in OpenGL Shader Builder. According to Wikipedia, this is deprecated and superseded by GLSLEditorSample, which should still be available as an example project for XCode (of which I have version 7.3.1 installed). However, I basically cannot find anything about this, online nor on my computer. Therefor my question: Is this still relevant? If so, where is it located?
PS: if you know of any other GLSL IDEs, I'm open to that as well
Here they explain how to setup OpenGL on a MacOS on Xcode:
https://www.youtube.com/watch?v=Tz0dq2krCW8&list=PLRtjMdoYXLf6zUMDJVRZYV-6g6n62vet8
I want to use a deprecated GL function - glPushAttrib. Ideally, I'd do that by using the Compatibility profile of a recent GL version, but Macs don't support that. So I'm happy to settle for using an old GL version, from before GL profiles existed. My question, though, is: does Mac support that?
Note: Don't tell me that I shouldn't use glPushAttrib unless you're able to link to a good library that replaces it. I don't want to write my own, and using a full-blown engine would be much more trouble than it's worth for my usecase ;)
I found the answer in the OpenGL wiki:
MacOSX gives you a choice: core profile for versions 3.2 or higher, or just version 2.1
I'm looking for suggestions for a 2d game engine or library. I'm not picky about the language used but more about the capabilities of the library and the platforms it works on.
I would like to write one code base that would work on iOS, OSX, Android, Win and *nix. I understand there would be some platform specific code but I would like the bulk to be useable on all platforms.
I have looked around and I have some ideas but I'm looking for other opinions. Anyone have any ideas?
SDL(Simple DirectMedia Layer) http://www.libsdl.org/
Here's a link to a list of game engines that might suit your needs.
I truly do not know if such a engine/framework exists. I think you are going to have to sacrifice a platform or two.
PyGame will run on everything you mentioned besides iOS.
http://www.pygame.org/news.html
That would be where I would start.
V-Play (I am part of the developer team) supports all your mentioned platforms from a single code base. A wide range of tutorials, examples, demos and full source code of some games that are already live in the App Stores will help you get started quickly.
I am trying to get an OpenGL ES demo app to build on Windows with Mesa. I'm confused about the EGL side of things.
When my project links, it can't find eglTerminate() (and other EGL functions).
I've checked for a libEGL.lib file but I don't have one. Do I have to build the src\egl code into a library as well?
Unless something changed recently, I'm not even sure how you got an ES DLL in the first place.