Android Development-api Guide-<supports-gl-texture>

Source: Internet
Author: User

<supports-gl-texture>

English Original: http://developer.android.com/guide/topics/manifest/supports-gl-texture-element.html
Acquisition (update) Date: 2014-7-3
Moved from the original blog: http://blog.sina.com.cn/s/blog_48d491300100zmvg.html


Google Play filtering mechanism

Google Play Filters The application's supported texture compression formats to ensure that the application is installed only on devices that can handle their textures correctly. The texture compression filtering mechanism allows you to specify the type of target device based on the GPU platform.

For more information on how Google Play uses <supports-gl-texture> elements as a filter, see the Google Play and texture compression filtering mechanisms below.

Grammar:
<supports-gl-Texture     android:name="string" />

Included in:
<manifest>
Description
Declares a GL texture compression format supported by this application.

The so-called application "support" of the GL texture compression format, refers to the application installed on a device can provide texture data compressed in this format. The application can .apk provide local compressed data by the file, or it can download data from the server at run time.

Each <supports-gl-texture> element can only declare one supported texture compression format, which android:name is specified by the property value. If your application supports multiple texture compression formats, you can declare multiple <supports-gl-texture> elements. For example:


<supports-gl-texture> The declaration of an element is merely a declaration, which means that the Android system itself does not check these elements when installing the program to ensure that the device meets the requirements. However, certain other services (such as Google Play) or the application may check the claims when dealing with the program or interacting with the program <supports-gl-texture> . Therefore, it is important to declare all of the texture compression formats that the program can support (see below for a list).

Typically, applications and devices declare supported GL texture compression formats through a set of recognized strings (listed below). This format string may continue to grow as needed. Because it is in the form of a string, the application can also freely declare other formats as needed.

Make sure that the application is compiled with the SDK tools of R3 and above, and that <supports-gl-texture> the element-based filtering mechanism applies to all API-level versions.

Property:
android:name
Defines the GL texture compression format supported by an application with a descriptor. A list of common descriptors is as follows:
Texture compression Format Descriptor Description
GL_OES_compressed_ETC1_RGB8_texture Ericsson texture compression. Defined in OpenGL ES 2.0 for all Android platform devices that support OpenGL ES 2.0.
GL_OES_compressed_paletted_texture Universal texture compression with palette.
GL_AMD_compressed_3DC_texture ATI 3Dc Texture compression.
GL_AMD_compressed_ATC_texture ATI texture compression. For devices running the Adreno GPU, including HTC Nexus One, Droid incredible, EVO, and more. To ensure maximum compatibility, the device can also GL_ATI_texture_compression_atitc declare elements with descriptors <supports-gl-texture> .
GL_EXT_texture_compression_latc Luminance Alpha Texture compression.
GL_EXT_texture_compression_dxt1 S3 DXT1 Texture compression. Devices for the Nvidia TEGRA2 platform, including the Motorala Xoom, Motorola Atrix, Droid Bionic, and more.
GL_EXT_texture_compression_s3tc S3 texture compression, but DXT variants are not supported. Devices for the Nvidia TEGRA2 platform, including the Motorala Xoom, Motorola Atrix, Droid Bionic, and more. If your application requires a DXT variant, use the previous descriptor to declare it.
GL_IMG_texture_compression_pvrtc PowerVR texture compression. For devices with PowerVR sgx530/540 GPUs, such as the Motorola DROID series, Samsung Galaxy S, Nexus S and Galaxy Tab, and more.
See:
  • Google Play Filters

Google Play and texture compression filtering mechanism

Google Play Filters The apps that users can see so that users can only see and download apps that are compatible with their devices. One way to do this is to filter the texture compression capabilities to control the application's scope for the device based on the processing power of the GPU.

To determine whether the application's texture compression is compatible with a given user device, Google Play compares the following two things:

    • Application supported texture compression format-the application <supports-gl-texture> declares its supported texture compression format in the elements of the Manifest file.
      And
    • The texture compression format supported by the GPU of the device-the format given by the device in the manner of the system read-only attribute.

Every time you upload an app to Google Play Developer console, Google Play scans the program's Manifest file and looks for <supports-gl-texture> elements. The format descriptor is parsed from the element and saved as the underlying metadata associated with the program. APK and version.

When a user searches for or browses an application on Google Play, the background service compares the texture compression format supported by the application to the format supported by the user's device. Comparisons are based on format descriptors and exact matching of strings.

Google Play allows users to see the app and provide downloads as long as one of the application's supported texture compression formats is device-supported. Conversely, if the device does not support the format listed by the application, Google Play filters the app and does not provide a download.

If the application does not declare any <supports-gl-texture> elements, Google Play will not filter according to the GL texture compression format.

Android Development-api Guide-<supports-gl-texture>

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