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gles3jni

gles3jni is an Android C++ sample that demonstrates how to use OpenGL ES 3.0 from JNI/native code.

The OpenGL ES 3.0 rendering path uses a few new features compared to the OpenGL ES 2.0 path:

  • Instanced rendering and vertex attribute divisor to reduce the number of draw calls and uniform changes.
  • Vertex array objects to reduce the number of calls required to set up vertex attribute state on each frame.
  • Explicit assignment of attribute locations, eliminating the need to query assignments.

This sample uses the new Android Studio CMake plugin with C++ support.

Pre-requisites

  • Android Studio 1.3+ with NDK bundle.

Getting Started

  1. Download Android Studio
  2. Launch Android Studio.
  3. Open the sample directory.
  4. Open File/Project Structure...
  • Click Download or Select NDK location.
  1. Click Tools/Android/Sync Project with Gradle Files.
  2. Click Run/Run 'app'.

Screenshots

screenshot

Support

If you've found an error in these samples, please file an issue.

Patches are encouraged, and may be submitted by forking this project and submitting a pull request through GitHub. Please see CONTRIBUTING.md for more details.

License

Copyright 2015 Google, Inc.

Licensed to the Apache Software Foundation (ASF) under one or more contributor license agreements. See the NOTICE file distributed with this work for additional information regarding copyright ownership. The ASF licenses this file to you under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at

http://www.apache.org/licenses/LICENSE-2.0

Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.

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A simple project to reproduce the crash problem of Samsung S22 Ultra (SM-S908B/DS) when use GL_EXT_YUV_target

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