ObjectiveIn the first 2 articles, we all talked about shaders, and in the second it was formally said that this shader can only be used in programmable pipelines such as OpenGL es2.x, but not in OpenGL es1.x. But we haven't been saying why, what's the difference between the two. Well, let's get this one together. Learn the rendering pipeline in
Wglcreatecontext created HGLRC, but it must be the same device and have the same pixel format . The GDI-converted HDC will not be supported by the rendering environment. The current rendering environment will always use the HDC device environment until it is no longer the current rendering environment.(2) OpenGL will flush out all rendering environments before the current calling thread before switching to
defined by extensions, so they are different on each platform. Unfortunately, all Android devices only support the Ericsson texture compression (ETC1) format (except for the first generation devices, the first generation devices do not support OpenGL ES 2.0 ). ETC1 only supports 8-bit precision per pixel, and does not suppor
Chapter 2 of OpenGl learning and Chapter 2 of opengl
After openGl is basically drawn, it's time to move from a plane to a three-dimensional one. Now, to draw a Golden Triangle, the main problem is the fixed-point array, GL10.GL _ TRIANGLES,
GL_TRIANGLES-this parameter means
code sets the background color to Black:
Glclearcolor (0, 0, 0, 1 );
1.4 clear screen and buffer before painting
Generally, we write the call of all the plotting functions in the renderscene process. We should clear the screen and buffer before each draw. The following code uses the specified clear color to clear them:
Void renderscene
{
Glclear (gl_color_buffer
(gl_projection, 1,-1, 0); // returns the inverse value in the Y direction.Glmatrixtranslatefext (gl_projection, 0.5f/win_width, 0.5f/win_height, 0); // if it is adjusted to d3d9, it must be offset by 0.5 pixels.
Because the y direction is reversed, you also need to call glfrontface (gl_cw) to reverse the front direction. Otherwise, the cull will fail. The window origin is solved through the upper-layer co
NotoginsengGlutinitdisplaymode (Glut_single | GLUT_RGB);//single-buffered, RGB-mode -Glutinitwindowsize ( -, -); theGlutinitwindowposition ( $, $); +Glutcreatewindow ("Triangles");//Window Title A init (); the /*Drawing and displaying*/ +Glutreshapefunc (Myreshape);//behavior to take when the window size has changed -Glutdisplayfunc (Mydisplay);//Show Drawing drawing $Glutmainloop ();//Loops $ return(0); -}Click the local Windows debugger to
Reprint please indicate the sourceObjectiveOpenGL ES is a subset of OpenGL and is designed for embedded devices such as phones, PDAs, and game consoles. The API is defined by Khronos Group, Khronos is a graphic hardware and software industry Association, which focuses on the open standards of graphics and multimedia.So OpenGL ES is used as a third-party library in Android.So far,
Document directory
2.2.1. client-server model
2.2.2. OpenGL ES depends on the key function libraries of specific platforms
2.2.3. commands can be executed asynchronously.
2.2.4. commands can be executed in sequence
2.2.5. parameters will be copied during the call
2.2.6. Define practical methods for expanding functions in specifications
Chapter 2 OpenGL ES
Original linkOpenGL environment Configuration Freeglut and GlewFreeglut: A third-party library that can be used to display windows, manage user input, and perform some other action.Glew: A cross-platform third-party library simplifies the process of acquiring function addresses and includes some other OpenGL programming methods that can be used across platforms.This article uses a library file that adds Freeglut and Glew to a directory that we have bu
glut what is a ... Glut is not necessary for OpenGL, but it will bring some convenience to our study. The GL Library in OpenGL is the core library, Glu is a utility library, glut is a utility library, GL is the core, Glu is part of the package for GL, glut is OpenGL's cross-platform tool Library, GL contains the most basic 3D functions, and Glu seems to support
://developer.android.com/reference/javax/microedition/khronos/opengles/GL11Ext.html)
GL11ExtensionPack (http://developer.android.com/reference/javax/microedition/khronos/opengles/GL11ExtensionPack.html)
2. OpenGL ES 2.0 API class
Android. opengl. ELES20 ------ this package provides the OpenGL ES 2.0 interface, which is
Start learning OpenGL from today.First, the environment is built, VS2013 Community Edition +freeglut 3.0.0.Freeglut Introduction is not necessary, Google itself. Address: http://sourceforge.net/projects/freeglut/Unzip after download, build the environment according to the readme.
Installation============
See Readme.cmake as a starting point, as well as the other READMEFiles for further info.
----------------------------------------------------
) public static native void glDrawArrays( int mode, int first, int count );
We can see that 0 represents the position of the first vertex, and 6 represents six vertices to draw a triangle fan.
Next, we define the color of each vertex as a vertex attribute, which requires two steps: (1) vertex data; (2) Coloring machine. Android learning notes-basic usage of
GL_ARRAY_BUFFER or GL_ELEMENT_ARRAY_BUFFER
Parameter 2, memory capacity
Parameter 3 is used to initialize a buffer object. It can be a pointer or empty.
Parameter 4: how to read and write data, you can select the following types
GL_DYNAMIC_DRAW
GL_STATIC_DRAW
GL_STREAM_DRAW: The data is specified only once. It can be used only a few times as the source data of the function specified for drawing and image. The data in the buffer object often needs to
Opengl basic learning topic (2) vertices, straight lines, and polygon
Digress
As learning grows, I feel more and more confused. In the previous blog, we recommend that you use a simplec framework based on VS2015 to learn opengl.
Some problems.
1. The Release version is not considered in the VS Debug mode.
2. In this v
OpenGL version and device compatibilityOpenGLES 1.0 and 1.1API specifications have been supported since Android1.0. since Android2.2 (API Level 8), the Framework supports OpenGLES 2.0 API specifications. openGLES 2.0 is supported by most Android devices and is recommended for use in new OpenGL-based applications.
Support for texture CompressionTexture compression
OpenGL version and device compatibility
Opengles 1.0 and 1.1api specifications have been supported since android1.0. since android2.2 (API Level 8), the Framework supports opengles 2.0 API specifications. opengles 2.0 is supported by most Android devices and is recommended for use in new OpenGL-based applications.Support for texture Compression
Texture compression significantly improves the performance of
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