Can simply use those values when the cap is not available. GL_MAX_VERTEX_UNIFORM_VECTORS GL_MAX_FRAGMENT_UNIFORM_VECTORSĭefined as GL_MAX_VERTEX_UNIFORM_COMPONENTS / 4 and GL_MAX_FRAGMENT_UNIFORM_COMPONENTS / 4. Shader format precision (glGetShaderPrecisionFormat)Ĭan use reasonable default values (IEEE float and twos complement integer). GL_MAX_RENDERBUFFER_SIZE GL_MAX_COLOR_ATTACHMENTS Seems pretty safe to use an arbitrary limit, all implementations tested return 0xFFFFFFFF. Virtualized contexts also require some kind of emulation of the default attribute state. GL_EXT_transform_feedback or GL_EXT_transform_feedback2 or GL_ARB_transform_feedback3Ĭan be emulated but costsmany extra API calls. GL_ARB_draw_buffers or GL_EXT_draw_buffers2 GL_OES_depth_texture or GL_ANGLE_depth_texture GL_EXT_multisampled_render_to_texture or GL_ANGLE_framebuffer_multisample GL_ANGLE_framebuffer_blit or GL_NV_framebuffer_blit OpenGL ES Feature Support FeatureĬan potentially be emulated with Pbuffers but realistically this extension is always required. Documentation of OpenGL ES and EGL features, caps and formats and required extensions.
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