FYI: Extensions are only listed if the GL implementation is below the version that has the same filter built-in.
For example, the original droid DOES support VBOs, but it's not listed as an extension. It shouldn't be, because you can see that the GLES version given when initializing a 1.1 context is 1.1, meaning it has all 1.1 features (of which VBOs are part of). It will also initialize a 2.0 context, meaning it will support all 2.0 standard features (so don't expect an extension for FRAME_BUFFER_OBJECT etc, as that's part of 2.0). The first gen phones are 1.0, which does not include VBO support, which is why you'll see a VBO extension on them (As well as many others that you won't see on a 1.1 chip). Extensions extend base functionality, which is why you don't see them when the base functionality already contains it. Please review the official docs at http://www.khronos.org/registry/gles/ for more info on this. On Oct 18, 1:50 pm, EboMike <ebom...@gmail.com> wrote: > Well great, there are two threads now. Here's the other > one:http://stackoverflow.com/questions/2093594/opengl-extensions-availabl... > > On Oct 18, 11:48 am, EboMike <ebom...@gmail.com> wrote: > > > > > > > > > The OS market share list is > > here:http://developer.android.com/resources/dashboard/platform-versions.html > > > My recommendation: Require Android 2.0 and Open GL ES 2.0, this will > > allow you to use vertex/fragment shaders. Check for extensions like > > vertex buffer objects and use them, but don't require them (the > > original Droid doesn't have VBOs, but it still popular). That should > > allow your app to run on most modern phones and have good performance. > > Btw, there was a thread on Stack Overflow where people posted > > available extensions on several > > phones:http://stackoverflow.com/questions/3881197/opengl-es-2-0-extensions-o... > > > -Mike > > > On Oct 18, 11:36 am, Tudor Tihan <tudorti...@gmail.com> wrote: > > > > Thank, 2.2 sounds good. > > > > I dont want to build a game that runs on all hardware, just the top > > > range hardware, > > > since fixed function looks like crap in nowadays shader world. > > > > Where would I find an accurate OS/device market share list? > > > > On Oct 16, 1:33 pm, Nightwolf <mikh...@gmail.com> wrote: > > > > > Results are pretty good. However iPhone 4 has higher resolution (960 > > > > by 640) so in some cases it'll be harder for it to compete. > > > > BTW Samsung Galaxy S gets Android 2.2 in Europe. > > > > Anyway there are only 33% of Android 2.2 phones. And only few of them > > > > are Samsung. If your game will run smooth only on one device you won't > > > > get large install base. > > > > > On 14 ÏËÔ, 18:22, Tudor Tihan <tudorti...@gmail.com> wrote: > > > > > > Thank you all for your answers. > > > > > > @Nightwolf: That link was much appreciated. I also found this > > > > > benchmark comparison, how do the results > > > > > look to > > > > > you:http://www.glbenchmark.com/compare.jsp?benchmark=glpro11&showhide=tru...) > > > > > > @Andy: > > > > > > On Oct 14, 12:32šam, Adam Hammer <adamhamm...@gmail.com> wrote: > > > > > > > I do mine on a N1. > > > > > > > 2.2 is a target if you want to support ES2.0. You can do so in 2.1 > > > > > > but > > > > > > it'll be a headache using the NDK for such. [...] > > > > > > Can you give me a bit more details on this? The only high performance > > > > >phone > > > > > I can get in my country (Romania) is the Samsung Galaxy S, but it is > > > > > 2.1. > > > > > I am interested in making use of shaders in a character detailed 3D > > > > > video game > > > > > with lots of particle effects. What sort of pain would I get myself > > > > > into if I bought thatphone? -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en