Apologies, I misread your post and realized that only after sending my answer. There's no way to use those extensions in Java to the best of my knowledge other than what's wrapped via GL10Ext and GL11Ext.
-Mike On Oct 18, 2:15 pm, Leigh McRae <leigh.mc...@lonedwarfgames.com> wrote: > That tells you which extensions exist which is pretty 101. I'm talking > about extensions that introduce a new function such as the VBO extension > would require glBufferData if running on OGL ES 1.0 > > On 10/18/2010 5:11 PM, EboMike wrote: > > > > > > > Just look at the links I posted. > > > String extensions = gl.glGetString(GL10.GL_EXTENSIONS); > > > -Mike > > > On Oct 18, 2:07 pm, Leigh McRae<leigh.mc...@lonedwarfgames.com> > > wrote: > >> Somewhat off topic, but is there a means to an extension from java? > >> How would you get the interface for the function? > > >> On 10/18/2010 3:21 PM, Robert Green wrote: > > >>> FYI: > >>> Extensions are only listed if the GL implementation is below the > >>> version that has the same filter built-in. > >>> For example, the original droid DOES support VBOs, but it's not listed > >>> as an extension. It shouldn't be, because you can see that the GLES > >>> version given when initializing a 1.1 context is 1.1, meaning it has > >>> all 1.1 features (of which VBOs are part of). It will also initialize > >>> a 2.0 context, meaning it will support all 2.0 standard features (so > >>> don't expect an extension for FRAME_BUFFER_OBJECT etc, as that's part > >>> of 2.0). > >>> The first gen phones are 1.0, which does not include VBO support, > >>> which is why you'll see a VBO extension on them (As well as many > >>> others that you won't see on a 1.1 chip). > >>> Extensions extend base functionality, which is why you don't see them > >>> when the base functionality already contains it. Please review the > >>> official docs athttp://www.khronos.org/registry/gles/formore info > >>> on this. > >>> On Oct 18, 1:50 pm, EboMike<ebom...@gmail.com> wrote: > >>>> Well great, there are two threads now. Here's the other > >>>> one:http://stackoverflow.com/questions/2093594/opengl-extensions-availabl... > >>>> On Oct 18, 11:48 am, EboMike<ebom...@gmail.com> wrote: > >>>>> The OS market share list is > >>>>> here:http://developer.android.com/resources/dashboard/platform-versions.html > >>>>> My recommendation: Require Android 2.0 and Open GL ES 2.0, this will > >>>>> allow you to use vertex/fragment shaders. Check for extensions like > >>>>> vertex buffer objects and use them, but don't require them (the > >>>>> original Droid doesn't have VBOs, but it still popular). That should > >>>>> allow your app to run on most modern phones and have good performance. > >>>>> Btw, there was a thread on Stack Overflow where people posted > >>>>> available extensions on several > >>>>> phones:http://stackoverflow.com/questions/3881197/opengl-es-2-0-extensions-o... > >>>>> -Mike > >>>>> On Oct 18, 11:36 am, Tudor Tihan<tudorti...@gmail.com> wrote: > >>>>>> Thank, 2.2 sounds good. > >>>>>> I dont want to build a game that runs on all hardware, just the top > >>>>>> range hardware, > >>>>>> since fixed function looks like crap in nowadays shader world. > >>>>>> Where would I find an accurate OS/device market share list? > >>>>>> On Oct 16, 1:33 pm, Nightwolf<mikh...@gmail.com> wrote: > >>>>>>> Results are pretty good. However iPhone 4 has higher resolution (960 > >>>>>>> by 640) so in some cases it'll be harder for it to compete. > >>>>>>> BTW Samsung Galaxy S gets Android 2.2 in Europe. > >>>>>>> Anyway there are only 33% of Android 2.2 phones. And only few of them > >>>>>>> are Samsung. If your game will run smooth only on one device you won't > >>>>>>> get large install base. > >>>>>>> On 14 ÏËÔ, 18:22, Tudor Tihan<tudorti...@gmail.com> wrote: > >>>>>>>> Thank you all for your answers. > >>>>>>>> @Nightwolf: That link was much appreciated. I also found this > >>>>>>>> benchmark comparison, how do the results > >>>>>>>> look to > >>>>>>>> you:http://www.glbenchmark.com/compare.jsp?benchmark=glpro11&showhide=tru...) > >>>>>>>> @Andy: > >>>>>>>> On Oct 14, 12:32šam, Adam Hammer<adamhamm...@gmail.com> wrote: > >>>>>>>>> I do mine on a N1. > >>>>>>>>> 2.2 is a target if you want to support ES2.0. You can do so in 2.1 > >>>>>>>>> but > >>>>>>>>> it'll be a headache using the NDK for such. [...] > >>>>>>>> Can you give me a bit more details on this? The only high performance > >>>>>>>> phone > >>>>>>>> I can get in my country (Romania) is the Samsung Galaxy S, but it is > >>>>>>>> 2.1. > >>>>>>>> I am interested in making use of shaders in a character detailed 3D > >>>>>>>> video game > >>>>>>>> with lots of particle effects. What sort of pain would I get myself > >>>>>>>> into if I bought thatphone? > >> -- > >> Leigh McRaewww.lonedwarfgames.com > > -- > Leigh McRaewww.lonedwarfgames.com -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en