Android OpenGL ES 1.0 and GPU - android

sorry for this question..
I'm using for my android app OpenGL ES 1.0 on Samsung Galaxy S3 Mini (CPU:1 GHz Dual-core ARM Cortex-A9, GPU: ARM Mali-400MP (single-core)).
OpenGL ES 1.0 use GPU during rendering? I need to enable or is done automatically?
Thanks.

Besides the fact that this question does not show any research from your side, it all depends on the initialization of EGL.
Normally you specify which features you need (number of bits in the buffers, AntiAliasing enabled or not, etc). Based on these features OpenGL will select the most appropriate driver for you. If you don't select any exotic features, your rendering will be accelerated.
Have you read OpenGL android developer documents?

Related

Is OpenGL ES 2.0 the standard in Android Game Development?

I have spent a few dozen man hours searching Google and asking questions on forums trying to figure out whether or not my OpenGL ES 2.0 application on Android is lagging due to errors on my end, a virus on my device, OpenGL implementation on Android, or OpenGL implementation on the Samsung Galaxy Express.
I have found nothing, if anyone wants to try answer that root issue I would greatly appreciate it, but my question is if I should revert back to OpenGL ES 1.0 and if that is what everyone else uses.
The exact same application (single spinning triangle) using the exact same timestep with the only difference being a barebones OpenGL ES 1.0 vs OpenGL ES 2.0 change causes stuttering in the 2.0 app and smooth animation in the 1.0 app.
Do other games only use 1.0? If they use 2.0 can you point me to an example that is known to cause no noticeable stuttering, that I may download and test on my device? I have downloaded the OpenGL ES 2.0 sample from Google themselves, stutters the same.
Does Samsung Galaxy Express not handle OpenGL ES 2.0 gracefully? Is there any way to get another Android device without stealing or asking random strangers, I have no money.
Thank you.
Thing is that OpenGL ( not just ES ) is a specification, the other part the implementation is not governed by anyone, well by the specification to a certain extent meaning that the implementations can differ greatly altho they shouldn't.
This is due to the fact that OpenGL uses client drivers to handle the commands and those are written by the GPU creators ( usually ). For PCs you can easily name all the prominent GPU builders, nVidia and ATI so there you can at least know what to expect.
For phones there are lots of GPU/CPU combos so more errors to be discovered due to faulty or wrong form the start designs, not just the GPU's drivers, since the phone's creator may also make changes to the system or use low speed/grad parts which will result in poor performance.
OpenGL ES 1.0 I would say is more common since 2.0, mainly because it's backwards compatible so a device that supports 2.0 will most certainly support 1.0 as well. For development you can skip the whole "build on phone" thing by making a framework and using an emulator ( OpenGL ES ) on PC and when you are done just copy over your OpenGL code into your phone app.
Since manufactures try to keep their costs low, they tend to lie about what they actually do, or support so ES 1.0 being more simple and hard-wired than 2.0 it is possible that the lag may be due to the poorly supported OpenGL.
According to the latest Android Platform Dashboards, Open GL 2.0 makes up 98.3% of devices that visited the Play Store in the last 7 days, making it the standard for game development.
I have noticed a lot of people seem to have trouble with the OpenGL ES drivers for Samsung Android devices. You should try another device with a different graphics core.
Since Ice Cream Sandwich, the Android platform itself mostly uses OpenGL ES 2.0, including major components, such as the SurfaceFlinger. It's not optional anymore. Check out this article.

Android opengl es 2.0 software rendering

i'm using android 4.1.2 (linaro) at a vexpress platform. Since there is no hardware GPU i'm wondering if it's possible to use the software renderer for opengl es 2.0 support.
Regards
Yoy don't need a GPU to use OpenGL. It is supported and compatible on all graphics hardware.

does HTC Magic Support OpenGl ES 2.0?

I have HTC magic (rooted and flashed to android 2.3.4-ginger yoshi1.5).
As it is stated in android documents that android 2.2 supports opengl es 2.0,I want to make a app using opengl es 2.0.
But ConfigurationInfo.reqGlEsVersion returns 0x10001 ie. opengl es 1.1.
so i want to know does support of opengl es 2.0 for a device depends on hardware or not?
No it doesn't support openGL ES 2.0. My previous phone was a rooted HTC Magic too and I was looking if it's able to support oGL ES 2.0. The the documentation says, that Android 2.2 supports it, but this doesn't mean that every device running 2.2 is capable to support it. I'm not completely sure, but I think that it's hardware and/or driver related.
Hope it helps
Edit:
Bottom of the page under the Hardware support!
http://en.wikibooks.org/wiki/OpenGL_Programming/APIs,_Libraries_and_acronyms

Compatibility of Open GL 2.0 vs 1.1 on Android

Hi we're developing a live wallpaper application for android handsets, our coding team is saying that openGL 1.1 should be used instead of openGL 2.0.
http://developer.android.com/resources/dashboard/opengl.html
This shows that openGL 2.0 is supported on 90% of devices accessing the market, our coding team says that the software supports it but hardware acceleration and support would be an issue on many devices running android 2.2 and above. Anyone have any issues with openGL 2.0 and Android?
I think most devices that support OpenGL ES 2 have appropriate hardware acceleration.
A lot of the newer devices actually emulate OpenGL ES 1.1 support using
OpenGL ES 2.0 and so would need an appropriate hardware accelerated 2.0 driver.
I've never heard of an Android device that emulates opengl es 2.0 in software, not even the emulator can do so.
"OpenGL ES 2.0 is supported by most Android devices and is recommended for new applications being developed with OpenGL"
From: http://developer.android.com/guide/topics/graphics/opengl.html
You should read the sections "OpenGL Versions and Device Compatibiity" and "Choosing an OpenGL API version", and you should trust Google and not your coding team.

Android OpenGL ES Support Everywhere?

I need to get an idea of how many potential installs I'll be loosing if I choose to do my drawing in OpenGL instead of android's native 2D graphics APIs in android.graphics.*
The android documentation seems to imply that the OpenGL ES API is supported basically on all phones: http://developer.android.com/guide/topics/graphics/opengl.html
OpenGL ES 2.0 is supported by most Android devices
Now, does that imply that even cheap commodity devices will have OpenGL ES 2.0 support? Will the cheaper phones perhaps have software rendering, or will it always be hardware rendering?
I take it that the documentation's wording of "most android devices" means that there may indeed be some phones which are running android-8, but just don't have the hardware for OpenGL ES 2.0. But how many phones is that exactly?
Check the Device Dashboard by OpenGL ES version.

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