

These changes are being made to the OpenGL core profile, too, so you're losing all of this stuff soon enough.

What you're learning here isn't just for the Pandora, you should use these new methods in your Windows/Linux code. I'll cover how to do that in a later tutorial. OpenGL ES compared to classic OpenGL leaves you with only a handful of functions, where you have to do all of the matrix math on your own, which can be really hard if you're not good at maths. The main difference with ES 2.0 is the lack of the fixed function pipeline, which has been replaced by freely programmable GLSL shaders. The Pandora supports OpenGL ES 1.0 as well as ES 2.0. They do this, because a lot of those functions are plain rubbish for any high-end application. Unfortunately OpenGL ES takes away many of the functions that beginner programmers use. 8 Example on how to use GLES2 with SDL2 on the Pandora.5 Combining GLES 1.1 and SDL to make a window on the pandora.You can use the code below to check support under future system images andĮmulators: package Genymotion's Nexus 5 Android 5.1.0 API 22 virtual device reports only OpenGL ES Version 2.0 support. So it looks like it's a no-go for that particular emulator.ĭo you know if it is possible to use vertex array objects in OpenGL ES on any existing Android emulator (third party or otherwise)? If so, how? I assume I need to see GL_OES_vertex_array_object in order to use vertex array objects. I ran glGetString(GL_EXTENSIONS) on a Nexus 4 emulator running API Level 19, and GPU acceleration and got the following: GL_EXT_debug_marker I found that the emulator fails to run the code, even when I use OpenGL ES 2 and dynamically link the extensions using this solution: Are Vertex Array Objects supported in Android OpenGL ES 2.0 using extensions? I expect to be able to use glDeleteVertexArraysOES, glGenVertexArraysOES, and glBindVertexArrayOES. I've been trying to run code that uses VAOs in C++ using the Android NDK, and running on an emulator.
