blob: 517eec325212e04262fdcf1e50d428f4971d871b [file] [log] [blame]
This sample demonstrates how to use OpenGL ES 3.0 from JNI/native code.
The sample can be built two different ways:
* Compatible with API level 11 and later [*1]
* Require API level 18 or later.
Both versions include an OpenGL ES 2.0 fallback path for devices that don't
support OpenGL ES 3.0.
To build and install the sample:
$ ln -s AndroidManifest-$N.xml AndroidManifest.xml
$ ln -s Android-$N.mk jni/Android.mk
$ $ANDROID_SDK/tools/android update project --path . --target android-$N
$ ../../ndk-build
$ ant debug
$ adb install bin/GLES3JNIActivity-debug.apk
where $N is '11' or '18' and
ANDROID_SDK is the root of your SDK installation.
The OpenGL ES 3.0 rendering path uses a few new features compared to the
OpenGL ES 2.0 path:
* Instanced rendering and vertex attribute divisor to reduce the number of
draw calls and uniform changes.
* Vertex array objects to reduce the number of calls required to set up
vertex attribute state on each frame.
* Explicit assignment of attribute locations, eliminating the need to query
assignments.
[*1] The only dependency on API level 11 is the call to
setEGLContextClientVersion in GLES3JNIView. With a custom
EGLConfigChooser and EGLContextFactory the sample would be compatible
with older API levels.