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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’t call glDisable(GL_TEXTURE_2D).</strong> This is an OpenG
L ES 2.0 | 419 <li><strong>Don’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’s | 420 error. Each time it is called, an error messages will appear in Chrome’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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