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Tips & Tricks: OpenGL vs. OpenGL ES
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Tips & Tricks: OpenGL vs. OpenGL ES
guestposter guestposter
over 11 years ago
Note: This was originally posted on 15th October 2009 at
http://forums.arm.com
As we come up with various tips and hints that might help application developers working on Mali GPUs we will be posting them here so that you have instant access to them prior to the hints being turned into formal knowledgebase articles or other documentation.
If there are questions that you have, we will do our best to answer them in a timely manner.
This first topic will cover general differences between coding for the OpenGL (desktop graphics library) and OpenGL ES (embedded system graphics library) APIs from Khronos...
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guestposter guestposter
over 11 years ago
Note: This was originally posted on 27th October 2009 at
http://forums.arm.com
If you are writing code to run on both OpenGL 2.0 and OpenGL ES 2.0, be aware of slight differences between the shader languages used in the two APIs. For example, OpenGL ES 2.0 requires a precision declaration in the fragment shader code, while OpenGL 2.0 does not support this.
To enable your code to run on both OpenGL 2.0 and OpenGL ES 2.0, start every fragment shader with:
[font="Courier New"]#ifdef GL_ES
precision mediump float;
#endif[/font]
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guestposter guestposter
over 11 years ago
Note: This was originally posted on 27th October 2009 at
http://forums.arm.com
If you are writing code to run on both OpenGL 2.0 and OpenGL ES 2.0, be aware of slight differences between the shader languages used in the two APIs. For example, OpenGL ES 2.0 requires a precision declaration in the fragment shader code, while OpenGL 2.0 does not support this.
To enable your code to run on both OpenGL 2.0 and OpenGL ES 2.0, start every fragment shader with:
[font="Courier New"]#ifdef GL_ES
precision mediump float;
#endif[/font]
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