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1 .. _devguide-coding-3D-graphics: | 1 .. _devguide-coding-3D-graphics: |
2 | 2 |
3 ########### | 3 ########### |
4 3D Graphics | 4 3D Graphics |
5 ########### | 5 ########### |
6 | 6 |
7 Native Client applications use the `OpenGL ES 2.0 | 7 Native Client applications use the `OpenGL ES 2.0 |
8 <http://en.wikipedia.org/wiki/OpenGL_ES>`_ API for 3D rendering. This document | 8 <http://en.wikipedia.org/wiki/OpenGL_ES>`_ API for 3D rendering. This document |
9 describes how to call the OpenGL ES 2.0 interface in a Native Client module and | 9 describes how to call the OpenGL ES 2.0 interface in a Native Client module and |
10 how to build an efficient rendering loop. It also explains how to validate GPU | 10 how to build an efficient rendering loop. It also explains how to validate GPU |
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179 users about dangerous drivers. | 179 users about dangerous drivers. |
180 | 180 |
181 Test your defenses | 181 Test your defenses |
182 ------------------ | 182 ------------------ |
183 | 183 |
184 You can test your driver validation code by running Chrome with the following | 184 You can test your driver validation code by running Chrome with the following |
185 flags (all at once) and watching how your application responds: | 185 flags (all at once) and watching how your application responds: |
186 | 186 |
187 * ``--disable-webgl`` | 187 * ``--disable-webgl`` |
188 * ``--disable-pepper-3d`` | 188 * ``--disable-pepper-3d`` |
189 * ``--disable-gl-multisampling`` | 189 * ``--disable_multisampling`` |
190 * ``--disable-accelerated-compositing`` | 190 * ``--disable-accelerated-compositing`` |
191 * ``--disable-accelerated-2d-canvas`` | 191 * ``--disable-accelerated-2d-canvas`` |
192 | 192 |
193 Calling OpenGL ES 2.0 commands | 193 Calling OpenGL ES 2.0 commands |
194 ============================== | 194 ============================== |
195 | 195 |
196 There are three ways to write OpenGL ES 2.0 calls in Native Client. | 196 There are three ways to write OpenGL ES 2.0 calls in Native Client. |
197 | 197 |
198 Use "pure" OpenGL ES 2.0 function calls | 198 Use "pure" OpenGL ES 2.0 function calls |
199 --------------------------------------- | 199 --------------------------------------- |
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521 * **Don't read data from the GPU.** Don't call ``glReadPixels``, as it is slow. | 521 * **Don't read data from the GPU.** Don't call ``glReadPixels``, as it is slow. |
522 | 522 |
523 * **Don't update a small portion of a large buffer.** In the current OpenGL ES | 523 * **Don't update a small portion of a large buffer.** In the current OpenGL ES |
524 2.0 implementation when you update a portion of a buffer (with | 524 2.0 implementation when you update a portion of a buffer (with |
525 ``glSubBufferData`` for example) the entire buffer must be reprocessed. To | 525 ``glSubBufferData`` for example) the entire buffer must be reprocessed. To |
526 avoid this problem, keep static and dynamic data in different buffers. | 526 avoid this problem, keep static and dynamic data in different buffers. |
527 | 527 |
528 * **Don't call ``glDisable(GL_TEXTURE_2D)``.** This is an OpenGL ES 2.0 | 528 * **Don't call ``glDisable(GL_TEXTURE_2D)``.** This is an OpenGL ES 2.0 |
529 error. Each time it is called, an error messages will appear in Chrome's | 529 error. Each time it is called, an error messages will appear in Chrome's |
530 ``about:gpu`` tab. | 530 ``about:gpu`` tab. |
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