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Issue 2875303003: Add migration to WebAssembly information to PNaCl / NaCl docs. (Closed)
Patch Set: fix Created 3 years, 6 months ago
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1 {{+bindTo:partials.standard_nacl_article}} 1 {{+bindTo:partials.standard_nacl_article}}
2 2
3 <section id="d-graphics"> 3 <b><font color="#cc0000">
4 <span id="devguide-coding-3d-graphics"></span><h1 id="d-graphics"><span id="devg uide-coding-3d-graphics"></span>3D Graphics</h1> 4 NOTE:
5 Deprecation of the technologies described here has been announced
6 for platforms other than ChromeOS.<br/>
7 Please visit our
8 <a href="/native-client/migration">migration guide</a>
9 for details.
10 </font></b>
11 <hr/><section id="d-graphics">
12 <h1 id="d-graphics">3D Graphics</h1>
5 <p>Native Client applications use the <a class="reference external" href="http:/ /en.wikipedia.org/wiki/OpenGL_ES">OpenGL ES 2.0</a> API for 3D rendering. This d ocument 13 <p>Native Client applications use the <a class="reference external" href="http:/ /en.wikipedia.org/wiki/OpenGL_ES">OpenGL ES 2.0</a> API for 3D rendering. This d ocument
6 describes how to call the OpenGL ES 2.0 interface in a Native Client module and 14 describes how to call the OpenGL ES 2.0 interface in a Native Client module and
7 how to build an efficient rendering loop. It also explains how to validate GPU 15 how to build an efficient rendering loop. It also explains how to validate GPU
8 drivers and test for specific GPU capabilities, and provides tips to help ensure 16 drivers and test for specific GPU capabilities, and provides tips to help ensure
9 your rendering code runs efficiently.</p> 17 your rendering code runs efficiently.</p>
10 <aside class="note"> 18 <aside class="note">
11 <strong>Note</strong>: 3D drawing and OpenGL are complex topics. This document d eals only 19 <strong>Note</strong>: 3D drawing and OpenGL are complex topics. This document d eals only
12 with issues directly related to programming in the Native Client 20 with issues directly related to programming in the Native Client
13 environment. To learn more about OpenGL ES 2.0 itself, see the <a class="referen ce external" href="http://opengles-book.com/">OpenGL ES 2.0 21 environment. To learn more about OpenGL ES 2.0 itself, see the <a class="referen ce external" href="http://opengles-book.com/">OpenGL ES 2.0
14 Programming Guide</a>. 22 Programming Guide</a>.
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408 2.0 implementation when you update a portion of a buffer (with 416 2.0 implementation when you update a portion of a buffer (with
409 <code>glSubBufferData</code> for example) the entire buffer must be reprocessed. To 417 <code>glSubBufferData</code> for example) the entire buffer must be reprocessed. To
410 avoid this problem, keep static and dynamic data in different buffers.</li> 418 avoid this problem, keep static and dynamic data in different buffers.</li>
411 <li><strong>Don&#8217;t call glDisable(GL_TEXTURE_2D).</strong> This is an OpenG L ES 2.0 419 <li><strong>Don&#8217;t call glDisable(GL_TEXTURE_2D).</strong> This is an OpenG L ES 2.0
412 error. Each time it is called, an error messages will appear in Chrome&#8217;s 420 error. Each time it is called, an error messages will appear in Chrome&#8217;s
413 <code>about:gpu</code> tab.</li> 421 <code>about:gpu</code> tab.</li>
414 </ul> 422 </ul>
415 </section> 423 </section>
416 424
417 {{/partials.standard_nacl_article}} 425 {{/partials.standard_nacl_article}}
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