OpenGL ES 3.0 is an optional feature that depends on underlying graphics hardware.
#Opengl 4.3 textures and lighting android
You can use the OpenGL ES 3.0 APIs to create highly complex, highly efficient graphics that run across a range of compatible Android devices, and you can support a single, standard texture-compression format across those devices. OpenGL 4.3 new texture functionality ARBtextureview Provide different ways to interpret texture data without duplicating the texture Match DX11 functionality ARBinternalformatquery2 Find out actual supported limits for most texture parameters ARBcopyimage Direct copy of pixels between textures and render buffers ARBtexturebufferrange. Key new functionality provided in OpenGL ES 3.0 includes acceleration of advanced visual effects, high quality ETC2/EAC texture compression as a standard feature, a new version of the GLSL ES shading language with integer and 32-bit floating point support, advanced texture rendering, and standardized texture size and render-buffer formats. The big additions are support for floating point textures (to go. You can take advantage of OpenGL ES 3.0 and related EGL extensions using either framework APIs or native API bindings through the Android Native Development Kit (NDK). OpenGL ES 3.0 adds support for a number of texture features in fact it’s far too many to break down. From the Android Developers Website: OpenGL ES 3.0 for High-Performance GraphicsĪndroid 4.3 introduces platform support for Khronos OpenGL ES 3.0, providing games and other apps with highest-performance 2D and 3D graphics capabilities on supported devices.