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Opengl es 2.0 example code
Opengl es 2.0 example code












opengl es 2.0 example code

These feature levels indicate the availability of certain graphics features and resources. Understand Direct3D feature levelsĭirect3D 11 provides support for hardware "feature levels" from 9_1 (Direct3D 9.1) for 11_1. It provides a basic renderer already configured for you, and supports UWP app features like recreating resources on window changes and Direct3D feature levels. To make your initial porting effort simple, start with a Visual Studio Direct3D template. If you want to take advantage of the more advanced features provided in Direct3D 11, review the Direct3D 11 documentation when planning your port, or review the Port from DirectX 9 to Universal Windows Platform (UWP) topics when you're done with the initial effort. The set of graphics processing features supported by OpenGL ES 2.0 roughly maps to the features provided in Direct3D 9.1. Understand your hardware requirements and resources For more info on this version of the C++ syntax, read Visual C++, Component Extensions for Runtime Platforms, and Quick Reference (C++\CX). The Direct3D 11 samples in these topics use Microsoft Windows C++ with Component Extensions (CX).

opengl es 2.0 example code

If you are porting from OpenGL ES 1.1 or 3.0, this content can still prove useful, although some of the OpenGL ES 2.0 code examples and context may be unfamiliar. This documentation only uses the 2.0 specification APIs for the OpenGL ES code and reference. This guidance tries to stay as platform agnostic as possible. If you are coming from an Objective-C (iOS) or Java (Android) codebase, be aware that the provided OpenGL ES 2.0 code samples may not use similar API calling syntax or parameters.

opengl es 2.0 example code

All OpenGL ES 2.0 code samples were developed using Visual Studio 2012 and basic Windows C syntax. The porting topics in this section reference the Windows implementation of the OpenGL ES 2.0 specification created by the Khronos Group. Notes on specific OpenGL ES 2.0 providers Here are some things to be aware of when porting graphics from OpenGL ES 2.0 to Direct3D 11. You'll find this process a bit easier if you take some time to read and review this topic. Most porting efforts usually involving initially walking the codebase and mapping common APIs and patterns between the two models. When preparing to move your graphics pipeline codebase to Direct3D 11 and the Windows Runtime, there are a few things you should consider before you start. If you are porting a game from the iOS or Android platforms, you have probably made a significant investment in OpenGL ES 2.0.














Opengl es 2.0 example code