Searched refs:ES (Results 1 – 25 of 95) sorted by relevance
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/frameworks/native/opengl/tests/angeles/ |
D | README.txt | 2 San Angeles Observation OpenGL ES version example 8 This is an OpenGL ES port of the small self-running demonstration 19 limit. For this OpenGL ES version example much of the code is 26 First version of this OpenGL ES port was submitted to the Khronos 27 OpenGL ES Coding Challenge held in 2004-2005. 34 * How to dynamically find and use the OpenGL ES DLL or 37 * How to use the basic features of OpenGL ES 1.0/1.1 45 performance, that holds true for this OpenGL ES version as 48 instead of glDrawArrays. The code uses only OpenGL ES 1.0 51 The reference OpenGL ES implementations used for this application: [all …]
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D | license-BSD.txt | 2 OpenGL ES version example source code 5 San Angeles Observation OpenGL ES version example
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/frameworks/base/docs/html/guide/topics/graphics/ |
D | opengl.jd | 1 page.title=OpenGL ES 12 <li><a href="#packages">OpenGL ES packages</a></li> 17 <li><a href="#proj-es1">Projection and camera in ES 1.0</a></li> 18 <li><a href="#proj-es2">Projection and camera in ES 2.0 and higher</a></li> 26 <li><a href="#version-check">Checking OpenGL ES Version</a></li> 39 Displaying Graphics with OpenGL ES</a></li> 40 <li><a href="http://www.khronos.org/opengles/">OpenGL ES</a></li> 41 <li><a href="http://www.khronos.org/opengles/1_X/">OpenGL ES 1.x Specification</a></li> 42 <li><a href="http://www.khronos.org/opengles/2_X/">OpenGL ES 2.x specification</a></li> 43 <li><a href="http://www.khronos.org/opengles/3_X/">OpenGL ES 3.x specification</a></li> [all …]
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/frameworks/base/docs/html/training/graphics/opengl/ |
D | environment.jd | 1 page.title=Building an OpenGL ES Environment 2 parent.title=Displaying Graphics with OpenGL ES 6 previous.title=Displaying Graphics with OpenGL ES 18 <li><a href="#manifest">Declare OpenGL ES Use in the Manifest</a></li> 19 <li><a href="#activity">Create an Activity for OpenGL ES Graphics</a></li> 41 <p>In order to draw graphics with OpenGL ES in your Android application, you must create a 46 about these classes, see the <a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL ES</a> 49 <p>{@link android.opengl.GLSurfaceView} is just one way to incorporate OpenGL ES graphics into your 51 Developers who want to incorporate OpenGL ES graphics in a small portion of their layouts should 53 possible to build up an OpenGL ES view using {@link android.view.SurfaceView}, but this requires [all …]
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D | shapes.jd | 2 parent.title=Displaying Graphics with OpenGL ES 6 previous.title=Building an OpenGL ES Environment 36 <p>Being able to define shapes to be drawn in the context of an OpenGL ES view is the first step in 37 creating your high-end graphics masterpiece. Drawing with OpenGL ES can be a little tricky without 38 knowing a few basic things about how OpenGL ES expects you to define graphic objects.</p> 40 <p>This lesson explains the OpenGL ES coordinate system relative to an Android device screen, the 46 <p>OpenGL ES allows you to define drawn objects using coordinates in three-dimensional space. So, 50 OpenGL ES graphics pipeline for processing.</p> 86 <p>By default, OpenGL ES assumes a coordinate system where [0,0,0] (X,Y,Z) specifies the center of 89 <a href="{@docRoot}guide/topics/graphics/opengl.html#coordinate-mapping">OpenGL ES</a> developer [all …]
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D | draw.jd | 2 parent.title=Displaying Graphics with OpenGL ES 37 with the OpenGL ES 2.0 takes a bit more code than you might imagine, because the API provides a 41 ES 2.0 API.</p> 74 <p>Drawing a defined shape using OpenGL ES 2.0 requires a significant amount of code, because you 79 <li><em>Vertex Shader</em> - OpenGL ES graphics code for rendering the vertices of a shape.</li> 80 <li><em>Fragment Shader</em> - OpenGL ES code for rendering the face of a shape with colors or 82 <li><em>Program</em> - An OpenGL ES object that contains the shaders you want to use for drawing 87 These shaders must be complied and then added to an OpenGL ES program, which is then used to draw 112 the OpenGL ES environment. To compile this code, create a utility method in your renderer class:</p> 129 <p>In order to draw your shape, you must compile the shader code, add them to a OpenGL ES program [all …]
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D | index.jd | 1 page.title=Displaying Graphics with OpenGL ES 36 OpenGL ES APIs provided by the Android framework offers a set of tools for displaying high-end, 43 <p>The example code in this class uses the OpenGL ES 2.0 APIs, which is the recommended API version 44 to use with current Android devices. For more information about versions of OpenGL ES, see the <a 48 <p class="note"><strong>Note:</strong> Be careful not to mix OpenGL ES 1.x API calls with OpenGL 49 ES 2.0 methods! The two APIs are not interchangeable and trying to use them together only results in 56 <dt><b><a href="environment.html">Building an OpenGL ES Environment</a></b></dt>
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D | motion.jd | 2 parent.title=Displaying Graphics with OpenGL ES 38 {@link android.graphics.drawable.Drawable} objects. OpenGL ES provides additional capabilities for 42 <p>In this lesson, you take another step forward into using OpenGL ES by learning how to add motion 48 <p>Rotating a drawing object with OpenGL ES 2.0 is relatively simple. In your renderer, create
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D | touch.jd | 2 parent.title=Displaying Graphics with OpenGL ES 36 getting some attention, but what if you want to have users interact with your OpenGL ES graphics? 37 The key to making your OpenGL ES application touch interactive is expanding your implementation of 41 <p>This lesson shows you how to listen for touch events to let users rotate an OpenGL ES object.</p> 46 <p>In order to make your OpenGL ES application respond to touch events, you must implement the
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D | projection.jd | 2 parent.title=Displaying Graphics with OpenGL ES 37 <p>In the OpenGL ES environment, projection and camera views allow you to display drawn objects in a 44 this calculation, objects drawn by OpenGL ES are skewed by the unequal proportions of the view 48 onSurfaceChanged()} method of your renderer. For more information about OpenGL ES projections and 53 virtual camera position. It’s important to note that OpenGL ES does not define an actual camera
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/frameworks/base/docs/html/ndk/guides/ |
D | stable_apis.jd | 195 <h4>OpenGL ES 1.x Library</h4> 196 <p>The standard OpenGL ES headers {@code gl.h} and {@code glext.h} contain 197 the declarations necessary for performing OpenGL ES 1.x rendering calls from native code.</p> 207 <p>All Android-based devices support OpenGL ES 1.0, because Android provides an Open GL 1.0-capable 209 <p>Only Android devices that have the necessary GPU fully support OpenGL ES 1.1. An app can 210 query the OpenGL ES version string and extension string to determine whether the current device 218 <a href="http://developer.android.com/guide/topics/graphics/opengl.html#manifest">OpenGL ES</a> 236 <h4>OpenGL ES 2.0 library:</h4> 237 <p>The standard OpenGL ES 2.0 headers {@code <GLES2/gl2.h>} and {@code <GLES2/gl2ext.h>} 238 contain the declarations needed for performing OpenGL ES 2.0 rendering calls from native code. [all …]
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D | libs.jd | 11 as <a href="https://www.khronos.org/opengles/">OpenGL ES</a> and 12 <a href="https://www.khronos.org/opensles/">OpenSL ES</a>, and the minimum Android API levels
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/frameworks/base/docs/html/ndk/guides/audio/ |
D | basics.jd | 10 <li><a href="#adding">Adding OpenSL ES to Your App</a></li> 26 The Khronos Group's OpenSL ES™ standard exposes audio features 28 APIs in the Android Java framework. OpenSL ES provides a C language interface as well as 40 The OpenSL ES APIs are available to help you develop and improve your app's audio performance. 54 <h2 id="adding">Adding OpenSL ES to your App</h2> 57 You can call OpenSL ES from both C and C++ code. To add the core OpenSL ES 66 To add the OpenSL ES <a href="{@docRoot}ndk/guides/audio/opensl-for-android.html#ae"> 89 You can incorporate OpenSL ES into your build by specifying it in the 101 the OpenSL ES APIs return. You can use 104 an inherent advantage for working with OpenSL ES, although one or the other might be more suitable [all …]
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D | opensl-prog-notes.jd | 1 page.title=OpenSL ES Programming Notes 22 <a class="external-link" href="https://www.khronos.org/registry/sles/">OpenSL ES 1.0.1 29 Two aspects of the OpenSL ES programming model that may be unfamiliar to new developers are the 34 Briefly, an OpenSL ES object is similar to the object concept in 36 and C++, except an OpenSL ES object is only visible via its associated interfaces. 44 An OpenSL ES object is first <em>created</em>, which returns an {@code SLObjectItf}, then 59 there is no harm in listing it there. OpenSL ES has one more kind of interface called 136 The next version of OpenSL ES is expected to add more explicit support for 175 OpenSL ES does not support automatic garbage collection or 183 The Android OpenSL ES implementation does not detect the incorrect use of such interfaces. [all …]
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D | opensl-for-android.jd | 1 page.title=OpenSL ES for Android 11 <li><a href="#planning">Planning for Future Versions of OpenSL ES</a></li> 22 ES™ differs from the reference specification for OpenSL ES 1.0.1. When using sample code from the 41 <a class="external-link" href="https://www.khronos.org/opensles/">OpenSL ES</a> provides a C 54 As with all of the Android Native Development Kit (NDK), the primary purpose of OpenSL ES for 57 </a>). NDK is not intended for writing pure C/C++ applications. However, OpenSL ES is a 63 Though based on OpenSL ES, the Android native audio (high-performance audio) API is not a 64 conforming implementation of any OpenSL ES 1.0.1 profile (game, music, or phone). This is because 73 This section provides the information needed to get started using the OpenSL ES APIs. 91 The OpenSL ES 1.0.1 specification contains example code in the appendices (see [all …]
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D | index.jd | 5 <a class="external-link" href="https://www.khronos.org/opensles/">OpenSL ES™</a> API 15 implementation</a> of OpenSL ES, focusing on the differences between this implementation and the 26 programming notes</a> to ensure proper implementation of OpenSL ES.
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/frameworks/wilhelm/src/ |
D | README.txt | 2 and multimedia for Android based on Khronos Group OpenSL ES and OpenMAX AL 1.0.1. 13 itf/ OpenSL ES and OpenMAX AL interfaces, including Android-specific extensions 14 objects/ OpenSL ES and OpenMAX AL objects aka classes
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/frameworks/wilhelm/doc/ |
D | README.txt | 1 …e OpenSL-ES API you should compile and link the OpenSLES_IID.c file into your project. This file c…
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/frameworks/base/docs/html-intl/intl/zh-tw/preview/ |
D | api-overview.jd | 27 <li><a href="#gles_32">OpenGL ES 3.2 API</a></li> 426 <h2 id="gles_32">OpenGL™ ES 3.2 API</h2> 428 <p>Android N 針對 OpenGL ES 3.2 新增架構介面與平台支援,包括:</p> 437 <p>Android N 上 OpenGL ES 3.2 的架構 API 提供 <code>GLES32</code> 類別。使用 OpenGL ES 3.2 時,請務必在宣示說明檔案中使用 <co… 442 <p>如需使用 OpenGL ES (包括如何在執行階段檢查裝置支援的 OpenGL ES 版本) 的詳細資訊,請參閱 <a href="{@docRoot}guide/topics/graphic…
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/frameworks/base/docs/html-intl/intl/ru/google/play/ |
D | filters.jd | 233 OpenGL-ES<br /> 236 версия OpenGL-ES, используя атрибут <code><uses-feature 240 запрашивает несколько версий OpenGL-ES, указав атрибут <code>openGlEsVersion</code> несколько раз в 244 OpenGL-ES версии 1.1, а пользователь ищет приложения для устройства, поддерживающего OpenGL-ES верс… 245 устройство сообщает о поддержке OpenGL-ES версии <em>X</em>, Google Play предполагает, что устройст… 250 OpenGL-ES (например, устройство с Android 1.5 или более ранними версиями). <strong>Результат</stron… 251 …ES 1.0. Google Play будет показывать пользователю приложения, для которых не указан атрибут <code>…
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/frameworks/base/docs/html-intl/intl/zh-tw/google/play/ |
D | filters.jd | 150 <td valign="top">OpenGL-ES 版本<br /> (<code>openGlEsVersion</code>)</td> 152 android:openGlEsVersion="int"></code> 屬性要求裝置支援特定 OpenGL-ES 版本。</p> 154 …</strong>應用程式透過在宣示說明中多次指定 <code>openGlEsVersion</code>,要求多個 OpenGL-ES 版本。<strong>結果</strong>:Googl… 156 …ng>應用程式要求 OpenGL-ES 1.1 版,使用者在支援 OpenGL-ES 2.0 版的裝置上搜尋應用程式。<strong>結果</strong>:除非套用其他篩選器,否則 Google… 159 …ES 版本的裝置 (例如執行 Android 1.5 或更低版本的裝置) 上搜尋應用程式。<strong>結果</strong>:Google Play 會視為該裝置僅支援 OpenGL-ES 1…
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/frameworks/base/docs/html-intl/intl/ko/google/play/ |
D | filters.jd | 232 <td valign="top">OpenGL-ES 236 … android:openGlEsVersion="int"></code> 특성을 사용하여 장치가 특정 OpenGL-ES 버전을 지원하도록 요구할 수 있습니다. 239 </strong>앱이 매니페스트에서 <code>openGlEsVersion</code>을 여러 번 지정하는 방식으로 여러 OpenGL-ES 버전을 요청합니다. 243 </strong>앱이 OpenGL-ES 버전 1.1을 요청하고 사용자가 OpenGL-ES 버전 2.0을 지원하는 장치에서 앱을 검색 중입니다. 244 …<strong>결과</strong>: 다른 필터가 적용된 경우를 제외하고 Google Play가 사용자에게 앱을 표시합니다. 장치가 OpenGL-ES 버전 <em>X</em>를… 249 </strong>사용자가 OpenGL-ES 버전을 보고하지 않은 장치(예: Android 1.5 이하 버전을 실행하는 장치)에서 앱을 검색 중입니다. 250 <strong>결과</strong>: Google Play는 해당 장치가 OpenGL-ES 1.0만 지원하는 것으로 간주합니다. 251 …Google Play가 <code>openGlEsVersion</code>을 지정하지 않은 사용자 앱이나 1.0 이상의 OpenGL-ES 버전을 지정하지 않은 앱만 표시합니다.…
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/frameworks/base/docs/html-intl/intl/ja/google/play/ |
D | filters.jd | 150 <td valign="top">OpenGL-ES バージョン<br /> (<code>openGlEsVersion</code>)</td> 152 …android:openGlEsVersion="int"></code> 属性を使用して、デバイスが特定の OpenGL-ES バージョンをサポートすることを要求できま… 154 …</strong>アプリは、マニフェストで <code>openGlEsVersion</code> を複数回指定して複数の OpenGL-ES バージョンを要求しています。<strong>結果<… 156 …L-ES バージョン 1.1 を要求し、ユーザーは OpenGL-ES バージョン 2.0 をサポートするデバイスでアプリを検索しています。<strong>結果</strong>: Google … 159 …ES のバージョンを通知しないデバイス(Android 1.5 以下を実行しているデバイスなど)でアプリを検索しています。<strong>結果</strong>: Google Play は、デバ…
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/frameworks/base/docs/html-intl/intl/zh-cn/google/play/ |
D | filters.jd | 232 <td valign="top">OpenGL-ES 236 android:openGlEsVersion="int"></code>属性,以要求设备支持特定的 OpenGL-ES 版本。 239 </strong>应用通过在清单文件中多次指定<code>openGlEsVersion</code>,以要求多个 OpenGL-ES 版本。 243 </strong>应用请求 OpenGL-ES 版本 1.1,而用户在支持 OpenGL-ES 版本 2.0 的设备上搜索应用。 244 <strong>结果</strong>:Google Play 将向用户显示该应用,除非还有其他筛选器。如果设备报告它支持 OpenGL-ES 版本 <em>X</em>,Google Play 假… 249 </strong>用户在没有报告 OpenGL-ES 版本的设备(例如,运行 Android 1.5 或更早版本的设备)上搜索应用。 250 <strong>结果</strong>:Google Play 假定该设备仅支持 OpenGL-ES 1.0。 251 Google Play 将只向该用户显示没有指定 <code>openGlEsVersion</code> 的应用,或者没有指定 OpenGL-ES 1.0 以上版本的应用。 </p>
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/frameworks/base/docs/html-intl/intl/ru/preview/ |
D | api-overview.jd | 27 <li><a href="#gles_32">API OpenGL ES 3.2</a></li> 426 <h2 id="gles_32">API OpenGL™ ES 3.2</h2> 428 <p>В платформу Android N добавлены интерфейсы и поддержка OpenGL ES 3.2, включая следующие возможно… 437 <p>API-интерфейс платформы для OpenGL ES 3.2 в Android N предоставляется классом 438 <code>GLES32</code>. При использовании OpenGL ES 3.2 обязательно следует объявить требование 442 <p>Для получения дополнительных сведений об использовании OpenGL ES, включая 443 …ом, см. <a href="{@docRoot}guide/topics/graphics/opengl.html">Руководство по API OpenGL ES</a>.</p>
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