![]() ![]() ![]() Yes to pay in CPU you have to have the CPU time to pay that. Its really simple to miss you can run Opengl ES 3.x on Opengl ES 2.0 only hardware by paying in CPU time to allow this to work. So this is not black and white kind of problem. The main reason for direct Opengl ES 2.0 is less overhead on platforms that are using angle to Opengl ES 2.0 drivers next would be to pick up the 10% of the mobile market not covered by angle and is also really short on CPU power. ![]() The 10% of the android market without Opengl ES 3.0 or higher are also quite weak in CPU. Do note that angle is include with Android this is partly why OpengL ES 3.2 count on Android is so high if the gpu is opengl ES 2.0 driver and the cpu has enough performance to use angle Android provides opengl 3.1-2 to application. So free GPU drivers handle only OpenGL ES 2.0 is not end of story. Question is do you have enough CPU to support the overhead of angle. That right angle currently allows a OpenGL ES 3.1/3.2 program on a OpenGL ES 2.0 capable hardware with only Opengl ES 2.0 drivers. The translator targets Desktop GLSL, Vulkan GLSL, Direct3D HLSL, and even ESSL for native GLES2 platforms. ![]()
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