tag:blogger.com,1999:blog-461056880586856911.post5840525941574131274..comments2024-03-19T09:45:55.769-07:00Comments on ./multi_core_dump: OpenGL For Android - GLSurfaceViewAnonymoushttp://www.blogger.com/profile/06845741849458004991noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-461056880586856911.post-9847301616742378552019-02-25T02:54:37.560-08:002019-02-25T02:54:37.560-08:00I am very grateful for sharing such information. f...I am very grateful for sharing such information. <a href="http://www.london-escorts-ladies-agency.eu/our-blog.html" rel="nofollow">find a prostitute Aussie</a><br />Patt P.https://www.blogger.com/profile/11099344987049036527noreply@blogger.comtag:blogger.com,1999:blog-461056880586856911.post-50996547842023962322010-10-10T19:30:49.197-07:002010-10-10T19:30:49.197-07:00Interesting ... thanks for the insight :)Interesting ... thanks for the insight :)Anonymoushttps://www.blogger.com/profile/06845741849458004991noreply@blogger.comtag:blogger.com,1999:blog-461056880586856911.post-24891354623656661672010-10-08T08:19:22.543-07:002010-10-08T08:19:22.543-07:00Cool just look through the reference, so they are ...Cool just look through the reference, so they are expecting/implementing shader compiler and optimizer on phone hardware interesting! Bit different from D3D approach and also from IPhone approach as Cupertino has control over HW hence can always compile shaders offline.Zaphodhttps://www.blogger.com/profile/15704718784376877780noreply@blogger.comtag:blogger.com,1999:blog-461056880586856911.post-68709747227800235292010-10-06T19:48:23.241-07:002010-10-06T19:48:23.241-07:00@Zaphod It specifically supports OpenGL ES. This e...@Zaphod It specifically supports OpenGL ES. This example was to show it's possible to have graphics without going through EGL which is required for ES<br /><br />Android supports hardware binding for 2.0 since donut release and there are some efforts to support software renderer too. They already have a class http://developer.android.com/reference/android/opengl/GLES20.html <br />but I haven't tried yet and definitely not programmable shader capability!Anonymoushttps://www.blogger.com/profile/06845741849458004991noreply@blogger.comtag:blogger.com,1999:blog-461056880586856911.post-68424425693183057202010-10-06T00:56:49.412-07:002010-10-06T00:56:49.412-07:00Is supporting OpenGL or OpenGL ES? Also any plans ...Is supporting OpenGL or OpenGL ES? Also any plans in pipeline for supporting 2.0?Zaphodhttps://www.blogger.com/profile/15704718784376877780noreply@blogger.comtag:blogger.com,1999:blog-461056880586856911.post-24592869401881463292010-10-04T18:16:31.342-07:002010-10-04T18:16:31.342-07:00@Kinjal, ideally you should answer this question! ...@Kinjal, ideally you should answer this question! But if I understand correctly, SurfaceFlinger creates a new Surface backed by two buffers in PMEM so that gl can directly work on this memory.Anonymoushttps://www.blogger.com/profile/06845741849458004991noreply@blogger.comtag:blogger.com,1999:blog-461056880586856911.post-415880080242517562010-10-04T14:47:42.053-07:002010-10-04T14:47:42.053-07:00Can you explain the things under the hood - meanin...Can you explain the things under the hood - meaning how the SurfaceFlinger will take care of these gl calls?Anonymoushttps://www.blogger.com/profile/03274377325139032420noreply@blogger.com