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This Android application demonstrates the use of shared OpenGL ES contexts for rendering graphics both on-screen (using GLSurfaceView) and off-screen to a Bitmap. The rendered off-screen Bitmap is ...
Starting with the new specification, OpenGL ES 3.2 aims to bring another step forward in mobile graphics capabilities and quality by absorbing Google’s Android Extension Pack (AEP) functionality into ...
Among Android L's many, many features is one that will set game developers' hearts aflutter – support for the recently announced OpenGL ES 3.1. This is the cross-platform rendering API used in many ...
When developing an Android* application, you usually need to test, optimize, and debug on many different platforms. While basically every hardware and chip manufacturer provides a set of custom ...
Android users now have a lot to look out for, as the latest release of the Android NDK adds support for native OpenGL ES 2.0 development. Android’s use of a custom Java virtual machine for its ...
How does Vulkan stack up to OpenGL ES 3.1 in graphics and performance? In this article we run multiple tests to determine a winner.
It's 4 a.m., I just read the 6th mention of the same misleading story in the last 24 hours, and it's time for a rant. Reality check time. What we're seeing here is a classic case of jumping to ...
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