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.
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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?
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
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.
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.
can I assume that, if a phone runs Android 2.0, it also supports OpenGL ES 2.0 and thus the graphic hardware has full support for programmable shaders?
IOW, does Android 2.0 as a platform mandate OpenGL ES 2.0 support? Or is it optional?
It doesn't mandate it. Its also ONLY available via the NDK.