1d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Lypage.title=OpenGL
2c918e4a86d42d89cb893b0150358cfd01ef7d532Scott Mainparent.title=Graphics
39066cfe9886ac131c34d59ed0e2d287b0e3c0087The Android Open Source Projectparent.link=index.html
49066cfe9886ac131c34d59ed0e2d287b0e3c0087The Android Open Source Project@jd:body
59066cfe9886ac131c34d59ed0e2d287b0e3c0087The Android Open Source Project
6a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez<div id="qv-wrapper">
7a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez  <div id="qv">
8a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    <h2>In this document</h2>
9d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Ly
10a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    <ol>
110664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez      <li><a href="#basics">The Basics</a>
120664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        <ol>
130664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez           <li><a href="#packages">OpenGL packages</a></li>
140664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        </ol>
150664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez      <li><a href="#manifest">Declaring OpenGL Requirements</a></li>
160664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez      </li>
17d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Ly      <li><a href="#coordinate-mapping">Mapping Coordinates for Drawn Objects</a>
180664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        <ol>
190664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez          <li><a href="#proj-es1">Projection and camera in ES 1.0</a></li>
200664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez          <li><a href="#proj-es1">Projection and camera in ES 2.0</a></li>
210664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        </ol>
220664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez      </li>
2350e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Main      <li><a href="#faces-winding">Shape Faces and Winding</li>
24a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez      <li><a href="#compatibility">OpenGL Versions and Device Compatibility</a>
25a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez        <ol>
260664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez          <li><a href="#textures">Texture compression support</a></li>
270664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez          <li><a href="#gl-extension-query">Determining OpenGL Extensions</a></li>
28a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez        </ol>
29a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez      </li>
300664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez      <li><a href="#choosing-version">Choosing an OpenGL API Version</a></li>
31a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    </ol>
32a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    <h2>Key classes</h2>
33a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    <ol>
34a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez      <li>{@link android.opengl.GLSurfaceView}</li>
35a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez      <li>{@link android.opengl.GLSurfaceView.Renderer}</li>
36a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    </ol>
370664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez    <h2>Related samples</h2>
38a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    <ol>
3919aad293c0dba4ed9a47939c487fecdd5318ef08Scott Main      <li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/GLSurfaceViewActivity.html">GLSurfaceViewActivity</a></li>
4019aad293c0dba4ed9a47939c487fecdd5318ef08Scott Main      <li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/GLES20Activity.html">GLES20Activity</a></li>
4119aad293c0dba4ed9a47939c487fecdd5318ef08Scott Main      <li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/TouchRotateActivity.html">TouchRotateActivity</a></li>
4219aad293c0dba4ed9a47939c487fecdd5318ef08Scott Main      <li><a
4319aad293c0dba4ed9a47939c487fecdd5318ef08Scott Mainhref="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/CompressedTextureActivity.html">Compressed Textures</a></li>
44a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    </ol>
45a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    <h2>See also</h2>
46a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    <ol>
4750e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Main      <li><a href="{@docRoot}training/graphics/opengl/index.html">
4850e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Main          Displaying Graphics with OpenGL ES</a></li>
49a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez      <li><a href="http://www.khronos.org/opengles/">OpenGL ES</a></li>
50a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez      <li><a href="http://www.khronos.org/opengles/1_X/">OpenGL ES 1.x Specification</a></li>
51a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez      <li><a href="http://www.khronos.org/opengles/2_X/">OpenGL ES 2.x specification</a></li>
52a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    </ol>
53a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez  </div>
54a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez</div>
559066cfe9886ac131c34d59ed0e2d287b0e3c0087The Android Open Source Project
56a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez<p>Android includes support for high performance 2D and 3D graphics with the Open Graphics Library
570664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez(OpenGL), specifically, the OpenGL ES API. OpenGL is a cross-platform graphics API that specifies a
580664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezstandard software interface for 3D graphics processing hardware. OpenGL ES is a flavor of the OpenGL
590664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezspecification intended for embedded devices. The OpenGL ES 1.0 and 1.1 API specifications have been
600664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezsupported since Android 1.0. Beginning with Android 2.2 (API Level 8), the framework supports the
610664a8f661e15991e20cab1c0daa41f5e21977abJoe FernandezOpenGL ES 2.0 API specification.</p>
629066cfe9886ac131c34d59ed0e2d287b0e3c0087The Android Open Source Project
63a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez<p class="note"><b>Note:</b> The specific API provided by the Android framework is similar to the
64a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez  J2ME JSR239 OpenGL ES  API, but is not identical. If you are familiar with J2ME JSR239
65a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez  specification, be alert for variations.</p>
669066cfe9886ac131c34d59ed0e2d287b0e3c0087The Android Open Source Project
679066cfe9886ac131c34d59ed0e2d287b0e3c0087The Android Open Source Project
68a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez<h2 id="basics">The Basics</h2>
699066cfe9886ac131c34d59ed0e2d287b0e3c0087The Android Open Source Project
70a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez<p>Android supports OpenGL both through its framework API and the Native Development
71a53afedf783176d531e7cf8744f9b07ce60a5c92Joe FernandezKit (NDK). This topic focuses on the Android framework interfaces. For more information about the
7250e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott MainNDK, see the <a href="{@docRoot}tools/sdk/ndk/index.html">Android NDK</a>.
739066cfe9886ac131c34d59ed0e2d287b0e3c0087The Android Open Source Project
74d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Ly<p>There are two foundational classes in the Android framework that let you create and manipulate
75a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandezgraphics with the OpenGL ES API: {@link android.opengl.GLSurfaceView} and {@link
76a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandezandroid.opengl.GLSurfaceView.Renderer}. If your goal is to use OpenGL in your Android application,
77a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandezunderstanding how to implement these classes in an activity should be your first objective.
78a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez</p>
79a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez
80a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez<dl>
810664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez  <dt><strong>{@link android.opengl.GLSurfaceView}</strong></dt>
820664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez  <dd>This class is a {@link android.view.View} where you can draw and manipulate objects using
830664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez    OpenGL API calls and is similar in function to a {@link android.view.SurfaceView}. You can use
84d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Ly    this class by creating an instance of {@link android.opengl.GLSurfaceView} and adding your
85a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    {@link android.opengl.GLSurfaceView.Renderer Renderer} to it. However, if you want to capture
86a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    touch screen events, you should extend the {@link android.opengl.GLSurfaceView} class to
87f05e34a10ca262cf1f73a6347b6e5be26718e686Scott Main    implement the touch listeners, as shown in OpenGL training lesson,
88f05e34a10ca262cf1f73a6347b6e5be26718e686Scott Main    <a href="{@docRoot}training/graphics/opengl/touch.html">Responding to Touch Events</a>.</dd>
89d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Ly
900664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez  <dt><strong>{@link android.opengl.GLSurfaceView.Renderer}</strong></dt>
91a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez  <dd>This interface defines the methods required for drawing graphics in an OpenGL {@link
92a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    android.opengl.GLSurfaceView}. You must provide an implementation of this interface as a
93a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    separate class and attach it to your {@link android.opengl.GLSurfaceView} instance using
94a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    {@link android.opengl.GLSurfaceView#setRenderer(android.opengl.GLSurfaceView.Renderer)
95a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    GLSurfaceView.setRenderer()}.
96d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Ly
97a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    <p>The {@link android.opengl.GLSurfaceView.Renderer} interface requires that you implement the
98a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez      following methods:</p>
99a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    <ul>
100a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez      <li>
101a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez        {@link
102a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    android.opengl.GLSurfaceView.Renderer#onSurfaceCreated(javax.microedition.khronos.opengles.GL10,
103a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    javax.microedition.khronos.egl.EGLConfig) onSurfaceCreated()}: The system calls this
104a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    method once, when creating the {@link android.opengl.GLSurfaceView}. Use this method to perform
105a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    actions that need to happen only once, such as setting OpenGL environment parameters or
106a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    initializing OpenGL graphic objects.
107a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez      </li>
108a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez      <li>
109a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez        {@link
110a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez        android.opengl.GLSurfaceView.Renderer#onDrawFrame(javax.microedition.khronos.opengles.GL10)
111a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez        onDrawFrame()}: The system calls this method on each redraw of the {@link
112a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez        android.opengl.GLSurfaceView}. Use this method as the primary execution point for
113a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez        drawing (and re-drawing) graphic objects.</li>
114a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez      <li>
115a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez        {@link
116a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    android.opengl.GLSurfaceView.Renderer#onSurfaceChanged(javax.microedition.khronos.opengles.GL10,
117a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    int, int) onSurfaceChanged()}: The system calls this method when the {@link
118a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    android.opengl.GLSurfaceView} geometry changes, including changes in size of the {@link
119a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    android.opengl.GLSurfaceView} or orientation of the device screen. For example, the system calls
120a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    this method when the device changes from portrait to landscape orientation. Use this method to
121d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Ly    respond to changes in the {@link android.opengl.GLSurfaceView} container.
122a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez      </li>
123a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    </ul>
124a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    </dd>
125a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez</dl>
126a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez
1270664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<h3 id="packages">OpenGL packages</h3>
128a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez<p>Once you have established a container view for OpenGL using {@link
129a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandezandroid.opengl.GLSurfaceView} and {@link android.opengl.GLSurfaceView.Renderer}, you can begin
130a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandezcalling OpenGL APIs using the following classes:</p>
131a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez
132a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez<ul>
133a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez  <li>OpenGL ES 1.0/1.1 API Packages
134a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    <ul>
1350664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        <li>{@link android.opengl} - This package provides a static interface to the OpenGL ES
1360664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez1.0/1.1 classes and better performance than the javax.microedition.khronos package interfaces.
1370664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez          <ul>
1380664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez            <li>{@link android.opengl.GLES10}</li>
1390664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez            <li>{@link android.opengl.GLES10Ext}</li>
1400664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez            <li>{@link android.opengl.GLES11}</li>
1410664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez            <li>{@link android.opengl.GLES10Ext}</li>
1420664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez          </ul>
1430664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        </li>
144a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez      <li>{@link javax.microedition.khronos.opengles} - This package provides the standard
1450664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezimplementation of OpenGL ES 1.0/1.1.
146a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez          <ul>
147a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez            <li>{@link javax.microedition.khronos.opengles.GL10}</li>
148a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez            <li>{@link javax.microedition.khronos.opengles.GL10Ext}</li>
149a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez            <li>{@link javax.microedition.khronos.opengles.GL11}</li>
150a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez            <li>{@link javax.microedition.khronos.opengles.GL11Ext}</li>
151a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez            <li>{@link javax.microedition.khronos.opengles.GL11ExtensionPack}</li>
152a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez          </ul>
153a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez        </li>
154a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez      </ul>
155a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez  </li>
156a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez  <li>OpenGL ES 2.0 API Class
157a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    <ul>
1580664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez      <li>{@link android.opengl.GLES20 android.opengl.GLES20} - This package provides the
1590664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezinterface to OpenGL ES 2.0 and is available starting with Android 2.2 (API Level 8).</li>
160a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez    </ul>
161a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez  </li>
162a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez</ul>
1639066cfe9886ac131c34d59ed0e2d287b0e3c0087The Android Open Source Project
164f05e34a10ca262cf1f73a6347b6e5be26718e686Scott Main<p>If you'd like to start building an app with OpenGL right away, follow the
165f05e34a10ca262cf1f73a6347b6e5be26718e686Scott Main<a href="{@docRoot}training/graphics/opengl/index.html">Displaying Graphics with OpenGL ES</a> class.
1660664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez</p>
1670664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez
1680664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<h2 id="manifest">Declaring OpenGL Requirements</h2>
1690664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<p>If your application uses OpenGL features that are not available on all devices, you must include
170d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Lythese requirements in your <a
1710664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezhref="{@docRoot}guide/topics/manifest/manifest-intro.html">AndroidManifest.xml</a></code> file.
1720664a8f661e15991e20cab1c0daa41f5e21977abJoe FernandezHere are the most common OpenGL manifest declarations:</p>
1730664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez
1740664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<ul>
1750664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez  <li><strong>OpenGL ES version requirements</strong> - If your application only supports OpenGL ES
1760664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez2.0, you must declare that requirement by adding the following settings to your manifest as
1770664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezshown below.
1780664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez
1790664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<pre>
1800664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez    &lt;!-- Tell the system this app requires OpenGL ES 2.0. --&gt;
1810664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez    &lt;uses-feature android:glEsVersion="0x00020000" android:required="true" /&gt;
1820664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez</pre>
1830664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez
1844d7bc65538c7cd9fbb1fbbcf22d1da47fcee1219Dirk Dougherty  <p>Adding this declaration causes Google Play to restrict your application from being
1850664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez  installed on devices that do not support OpenGL ES 2.0.</p>
1860664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez  </li>
1870664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez  <li><strong>Texture compression requirements</strong> - If your application uses texture
1888f134ea74badba7108989898117bb70c4226b5b5Joe Fernandezcompression formats, you must declare the formats your application supports in your manifest file
1898f134ea74badba7108989898117bb70c4226b5b5Joe Fernandezusing <a href="{@docRoot}guide/topics/manifest/supports-gl-texture-element.html">{@code
1908f134ea74badba7108989898117bb70c4226b5b5Joe Fernandez&lt;supports-gl-texture&gt;}</a>. For more information about available texture compression
191d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Lyformats, see <a href="#textures">Texture compression support</a>.
1920664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez
1930664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<p>Declaring texture compression requirements in your manifest hides your application from users
1940664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezwith devices that do not support at least one of your declared compression types. For more
1954d7bc65538c7cd9fbb1fbbcf22d1da47fcee1219Dirk Doughertyinformation on how Google Play filtering works for texture compressions, see the <a
1960664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezhref="{@docRoot}guide/topics/manifest/supports-gl-texture-element.html#market-texture-filtering">
1974d7bc65538c7cd9fbb1fbbcf22d1da47fcee1219Dirk DoughertyGoogle Play and texture compression filtering</a> section of the {@code
198d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Ly&lt;supports-gl-texture&gt;} documentation.</p>
1990664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez  </li>
2000664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez</ul>
2010664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez
2020664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez
2038f134ea74badba7108989898117bb70c4226b5b5Joe Fernandez<h2 id="coordinate-mapping">Mapping Coordinates for Drawn Objects</h2>
2040664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez
2050664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<p>One of the basic problems in displaying graphics on Android devices is that their screens can
2060664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezvary in size and shape. OpenGL assumes a square, uniform coordinate system and, by default, happily
2070664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezdraws those coordinates onto your typically non-square screen as if it is perfectly square.</p>
2080664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez
2090664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<img src="{@docRoot}images/opengl/coordinates.png">
2100664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<p class="img-caption">
2110664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez  <strong>Figure 1.</strong> Default OpenGL coordinate system (left) mapped to a typical Android
2120664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezdevice screen (right).
2130664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez</p>
2140664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez
2150664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<p>The illustration above shows the uniform coordinate system assumed for an OpenGL frame on the
2160664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezleft, and how these coordinates actually map to a typical device screen in landscape orientation
2170664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezon the right. To solve this problem, you can apply OpenGL projection modes and camera views to
2180664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandeztransform coordinates so your graphic objects have the correct proportions on any display.</p>
2190664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez
2200664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<p>In order to apply projection and camera views, you create a projection matrix and a camera view
2210664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezmatrix and apply them to the OpenGL rendering pipeline. The projection matrix recalculates the
2220664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezcoordinates of your graphics so that they map correctly to Android device screens. The camera view
2230664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezmatrix creates a transformation that renders objects from a specific eye position.</p>
2240664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez
2250664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<h3 id="proj-es1">Projection and camera view in OpenGL ES 1.0</h3>
2260664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<p>In the ES 1.0 API, you apply projection and camera view by creating each matrix and then
2270664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezadding them to the OpenGL environment.</p>
228d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Ly
2290664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<ol>
2300664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<li><strong>Projection matrix</strong> - Create a projection matrix using the geometry of the
2310664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezdevice screen in order to recalculate object coordinates so they are drawn with correct proportions.
2328f134ea74badba7108989898117bb70c4226b5b5Joe FernandezThe following example code demonstrates how to modify the {@link
2338f134ea74badba7108989898117bb70c4226b5b5Joe Fernandezandroid.opengl.GLSurfaceView.Renderer#onSurfaceChanged(javax.microedition.khronos.opengles.GL10,
2348f134ea74badba7108989898117bb70c4226b5b5Joe Fernandezint, int) onSurfaceChanged()} method of a {@link android.opengl.GLSurfaceView.Renderer}
2358f134ea74badba7108989898117bb70c4226b5b5Joe Fernandezimplementation to create a projection matrix based on the screen's aspect ratio and apply it to the
2368f134ea74badba7108989898117bb70c4226b5b5Joe FernandezOpenGL rendering environment.
2370664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez
2380664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<pre>
2390664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez  public void onSurfaceChanged(GL10 gl, int width, int height) {
2400664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez      gl.glViewport(0, 0, width, height);
241d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Ly
2420664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez      // make adjustments for screen ratio
2430664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez      float ratio = (float) width / height;
2440664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez      gl.glMatrixMode(GL10.GL_PROJECTION);        // set matrix to projection mode
2450664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez      gl.glLoadIdentity();                        // reset the matrix to its default state
2460664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez      gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7);  // apply the projection matrix
247d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Ly  }
2480664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez</pre>
2490664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez</li>
2500664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez
2510664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<li><strong>Camera transformation matrix</strong> - Once you have adjusted the coordinate system
2520664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezusing a projection matrix, you must also apply a camera view. The following example code shows how
253d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Lyto modify the {@link
2548f134ea74badba7108989898117bb70c4226b5b5Joe Fernandezandroid.opengl.GLSurfaceView.Renderer#onDrawFrame(javax.microedition.khronos.opengles.GL10)
2558f134ea74badba7108989898117bb70c4226b5b5Joe FernandezonDrawFrame()} method of a {@link android.opengl.GLSurfaceView.Renderer}
2568f134ea74badba7108989898117bb70c4226b5b5Joe Fernandezimplementation to apply a model view and use the
2578f134ea74badba7108989898117bb70c4226b5b5Joe Fernandez{@link android.opengl.GLU#gluLookAt(javax.microedition.khronos.opengles.GL10, float, float, float,
2588f134ea74badba7108989898117bb70c4226b5b5Joe Fernandezfloat, float, float, float, float, float) GLU.gluLookAt()} utility to create a viewing tranformation
2598f134ea74badba7108989898117bb70c4226b5b5Joe Fernandezwhich simulates a camera position.
2600664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez
2610664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<pre>
2620664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez    public void onDrawFrame(GL10 gl) {
2630664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        ...
2640664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        // Set GL_MODELVIEW transformation mode
2650664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        gl.glMatrixMode(GL10.GL_MODELVIEW);
2660664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        gl.glLoadIdentity();                      // reset the matrix to its default state
267d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Ly
2680664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        // When using GL_MODELVIEW, you must set the camera view
269d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Ly        GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
2700664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        ...
2710664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez    }
272d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Ly</pre>
2730664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez</li>
2740664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez</ol>
2750664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez
2760664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez
2770664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<h3 id="proj-es2">Projection and camera view in OpenGL ES 2.0</h3>
2780664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<p>In the ES 2.0 API, you apply projection and camera view by first adding a matrix member to
2790664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezthe vertex shaders of your graphics objects. With this matrix member added, you can then
2800664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezgenerate and apply projection and camera viewing matrices to your objects.</p>
281d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Ly
2820664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<ol>
2830664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<li><strong>Add matrix to vertex shaders</strong> - Create a variable for the view projection matrix
2840664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezand include it as a multiplier of the shader's position. In the following example vertex shader
285d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Lycode, the included {@code uMVPMatrix} member allows you to apply projection and camera viewing
2860664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezmatrices to the coordinates of objects that use this shader.
2870664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez
2880664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<pre>
289d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Ly    private final String vertexShaderCode =
290d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Ly
2910664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        // This matrix member variable provides a hook to manipulate
2920664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        // the coordinates of objects that use this vertex shader
2930664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        "uniform mat4 uMVPMatrix;   \n" +
294d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Ly
2950664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        "attribute vec4 vPosition;  \n" +
2960664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        "void main(){               \n" +
297d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Ly
2980664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        // the matrix must be included as part of gl_Position
2990664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        " gl_Position = uMVPMatrix * vPosition; \n" +
300d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Ly
3010664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        "}  \n";
3020664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez</pre>
3030664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez  <p class="note"><strong>Note:</strong> The example above defines a single transformation matrix
3040664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezmember in the vertex shader into which you apply a combined projection matrix and camera view
3050664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezmatrix. Depending on your application requirements, you may want to define separate projection
3060664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezmatrix and camera viewing matrix members in your vertex shaders so you can change them
3070664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezindependently.</p>
3080664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez</li>
3090664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<li><strong>Access the shader matrix</strong> - After creating a hook in your vertex shaders to
3100664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezapply projection and camera view, you can then access that variable to apply projection and
3118f134ea74badba7108989898117bb70c4226b5b5Joe Fernandezcamera viewing matrices. The following code shows how to modify the {@link
3128f134ea74badba7108989898117bb70c4226b5b5Joe Fernandezandroid.opengl.GLSurfaceView.Renderer#onSurfaceCreated(javax.microedition.khronos.opengles.GL10,
3138f134ea74badba7108989898117bb70c4226b5b5Joe Fernandezjavax.microedition.khronos.egl.EGLConfig) onSurfaceCreated()} method of a {@link
3148f134ea74badba7108989898117bb70c4226b5b5Joe Fernandezandroid.opengl.GLSurfaceView.Renderer} implementation to access the matrix
3150664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezvariable defined in the vertex shader above.
3160664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez
3170664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<pre>
3180664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez    public void onSurfaceCreated(GL10 unused, EGLConfig config) {
3190664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        ...
3200664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
3210664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        ...
3220664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez    }
3230664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez</pre>
3240664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez</li>
3250664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<li><strong>Create projection and camera viewing matrices</strong> - Generate the projection and
3260664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezviewing matrices to be applied the graphic objects. The following example code shows how to modify
327d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Lythe {@link
3288f134ea74badba7108989898117bb70c4226b5b5Joe Fernandezandroid.opengl.GLSurfaceView.Renderer#onSurfaceCreated(javax.microedition.khronos.opengles.GL10,
3298f134ea74badba7108989898117bb70c4226b5b5Joe Fernandezjavax.microedition.khronos.egl.EGLConfig) onSurfaceCreated()} and {@link
3308f134ea74badba7108989898117bb70c4226b5b5Joe Fernandezandroid.opengl.GLSurfaceView.Renderer#onSurfaceChanged(javax.microedition.khronos.opengles.GL10,
3318f134ea74badba7108989898117bb70c4226b5b5Joe Fernandezint, int) onSurfaceChanged()} methods of a {@link android.opengl.GLSurfaceView.Renderer}
3328f134ea74badba7108989898117bb70c4226b5b5Joe Fernandezimplementation to create camera view matrix and a projection matrix based on the screen aspect ratio
3338f134ea74badba7108989898117bb70c4226b5b5Joe Fernandezof the device.
3340664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez
3350664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<pre>
3360664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez    public void onSurfaceCreated(GL10 unused, EGLConfig config) {
3370664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        ...
3380664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        // Create a camera view matrix
3390664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        Matrix.setLookAtM(mVMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
340d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Ly    }
341d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Ly
3420664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez    public void onSurfaceChanged(GL10 unused, int width, int height) {
3430664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        GLES20.glViewport(0, 0, width, height);
344d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Ly
3450664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        float ratio = (float) width / height;
346d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Ly
3470664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        // create a projection matrix from device screen geometry
3480664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
349d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Ly    }
3500664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez</pre>
3510664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez</li>
3520664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez
3530664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<li><strong>Apply projection and camera viewing matrices</strong> - To apply the projection and
3540664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezcamera view transformations, multiply the matrices together and then set them into the vertex
3558f134ea74badba7108989898117bb70c4226b5b5Joe Fernandezshader. The following example code shows how modify the {@link
3568f134ea74badba7108989898117bb70c4226b5b5Joe Fernandezandroid.opengl.GLSurfaceView.Renderer#onDrawFrame(javax.microedition.khronos.opengles.GL10)
3578f134ea74badba7108989898117bb70c4226b5b5Joe FernandezonDrawFrame()} method of a {@link android.opengl.GLSurfaceView.Renderer} implementation to combine
3588f134ea74badba7108989898117bb70c4226b5b5Joe Fernandezthe projection matrix and camera view created in the code above and then apply it to the graphic
3598f134ea74badba7108989898117bb70c4226b5b5Joe Fernandezobjects to be rendered by OpenGL.
360d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Ly
3610664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<pre>
3620664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez    public void onDrawFrame(GL10 unused) {
3630664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        ...
3640664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        // Combine the projection and camera view matrices
3650664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0);
366d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Ly
3670664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        // Apply the combined projection and camera view transformations
3680664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
369d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Ly
3700664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        // Draw objects
3710664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez        ...
3720664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez    }
3730664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez</pre>
3740664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez</li>
3750664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez</ol>
3760664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<p>For a complete example of how to apply projection and camera view with OpenGL ES 2.0, see the <a
377f05e34a10ca262cf1f73a6347b6e5be26718e686Scott Mainhref="{@docRoot}training/graphics/opengl/index.html">Displaying Graphics with OpenGL ES</a> class.</p>
3780664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez
37950e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Main<h2 id="faces-winding">Shape Faces and Winding</h2>
38050e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Main
38150e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Main<p>In OpenGL, the face of a shape is a surface defined by three or more points in three-dimensional
38250e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Mainspace. A set of three or more three-dimensional points (called vertices in OpenGL) have a front face
38350e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Mainand a back face. How do you know which face is front and which is the back? Good question. The
38450e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Mainanswer has to do with winding, or, the direction in which you define the points of a shape.</p>
38550e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Main
38650e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Main<img src="{@docRoot}images/opengl/ccw-winding.png">
38750e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Main<p class="img-caption">
38850e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Main  <strong>Figure 1.</strong> Illustration of a coordinate list which translates into a
38950e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Maincounterclockwise drawing order.</p>
39050e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Main
39150e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Main<p>In this example, the points of the triangle are defined in an order such that they are drawn in a
39250e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Maincounterclockwise direction. The order in which these coordinates are drawn defines the winding
39350e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Maindirection for the shape. By default, in OpenGL, the face which is drawn counterclockwise is the
39450e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Mainfront face. The triangle shown in Figure 1 is defined so that you are looking at the front face of
39550e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Mainthe shape (as interpreted by OpenGL) and the other side is the back face.</p>
39650e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Main
39750e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Main<p>Why is it important to know which face of a shape is the front face? The answer has to do with a
39850e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Maincommonly used feature of OpenGL, called face culling. Face culling is an option for the OpenGL
39950e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Mainenvironment which allows the rendering pipeline to ignore (not calculate or draw) the back face of a
40050e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Mainshape, saving time, memory and processing cycles:</p>
40150e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Main
40250e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Main<pre>
40350e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Main// enable face culling feature
40450e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Maingl.glEnable(GL10.GL_CULL_FACE);
40550e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Main// specify which faces to not draw
40650e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Maingl.glCullFace(GL10.GL_BACK);
40750e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Main</pre>
40850e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Main
40950e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Main<p>If you try to use the face culling feature without knowing which sides of your shapes are the
41050e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Mainfront and back, your OpenGL graphics are going to look a bit thin, or possibly not show up at all.
41150e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott MainSo, always define the coordinates of your OpenGL shapes in a counterclockwise drawing order.</p>
41250e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Main
41350e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Main<p class="note"><strong>Note:</strong> It is possible to set an OpenGL environment to treat the
41450e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Mainclockwise face as the front face, but doing so requires more code and is likely to confuse
41550e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Mainexperienced OpenGL developers when you ask them for help. So don’t do that.</p>
4160664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez
417a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez<h2 id="compatibility">OpenGL Versions and Device Compatibility</h2>
418a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez
4190664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<p>The OpenGL ES 1.0 and 1.1 API specifications have been supported since Android 1.0.
420a53afedf783176d531e7cf8744f9b07ce60a5c92Joe FernandezBeginning with Android 2.2 (API Level 8), the framework supports the OpenGL ES 2.0 API
421a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandezspecification. OpenGL ES 2.0 is supported by most Android devices and is recommended for new
422a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandezapplications being developed with OpenGL. For information about the relative number of
423a53afedf783176d531e7cf8744f9b07ce60a5c92Joe FernandezAndroid-powered devices that support a given version of OpenGL ES, see the <a
424a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandezhref="{@docRoot}resources/dashboard/opengl.html">OpenGL ES Versions Dashboard</a>.</p>
425a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez
4260664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez
427a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez<h3 id="textures">Texture compression support</h3>
428a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez<p>Texture compression can significantly increase the performance of your OpenGL application by
429a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandezreducing memory requirements and making more efficient use of memory bandwidth. The Android
430a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandezframework provides support for the ETC1 compression format as a standard feature, including a {@link
4310664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezandroid.opengl.ETC1Util} utility class and the {@code etc1tool} compression tool (located in the
4320664a8f661e15991e20cab1c0daa41f5e21977abJoe FernandezAndroid SDK at {@code &lt;sdk&gt;/tools/}). For an example of an Android application that uses
4330664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandeztexture compression, see the <a
43419aad293c0dba4ed9a47939c487fecdd5318ef08Scott Mainhref="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/CompressedTextureActivity.html"
43519aad293c0dba4ed9a47939c487fecdd5318ef08Scott Main>CompressedTextureActivity</a> code sample.</p>
4369066cfe9886ac131c34d59ed0e2d287b0e3c0087The Android Open Source Project
43750e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Main<p>The ETC format is supported by most Android devices, but it not guarranteed to be available. To
43850e990c64fa23ce94efa76b9e72df7f8ec3cee6aScott Maincheck if the ETC1 format is supported on a device, call the {@link
439a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandezandroid.opengl.ETC1Util#isETC1Supported() ETC1Util.isETC1Supported()} method.</p>
4409066cfe9886ac131c34d59ed0e2d287b0e3c0087The Android Open Source Project
441a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez<p class="note"><b>Note:</b> The ETC1 texture compression format does not support textures with an
442a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandezalpha channel. If your application requires textures with an alpha channel, you should
443a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandezinvestigate other texture compression formats available on your target devices.</p>
4449066cfe9886ac131c34d59ed0e2d287b0e3c0087The Android Open Source Project
445a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez<p>Beyond the ETC1 format, Android devices have varied support for texture compression based on
4460664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandeztheir GPU chipsets and OpenGL implementations. You should investigate texture compression support on
4470664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezthe the devices you are are targeting to determine what compression types your application should
4480664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezsupport. In order to determine what texture formats are supported on a given device, you must <a
4490664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezhref="#gl-extension-query">query the device</a> and review the <em>OpenGL extension names</em>,
4500664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezwhich identify what texture compression formats (and other OpenGL features) are supported by the
4510664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezdevice. Some commonly supported texture compression formats are as follows:</p>
4529066cfe9886ac131c34d59ed0e2d287b0e3c0087The Android Open Source Project
4530664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<ul>
4540664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez  <li><strong>ATITC (ATC)</strong> - ATI texture compression (ATITC or ATC) is available on a
4550664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezwide variety of devices and supports fixed rate compression for RGB textures with and without
4560664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezan alpha channel. This format may be represented by several OpenGL extension names, for example:
4570664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez    <ul>
4580664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez      <li>{@code GL_AMD_compressed_ATC_texture}</li>
4590664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez      <li>{@code GL_ATI_texture_compression_atitc}</li>
4600664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez    </ul>
4610664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez  </li>
4620664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez  <li><strong>PVRTC</strong> - PowerVR texture compression (PVRTC) is available on a wide
4630664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezvariety of devices and supports 2-bit and 4-bit per pixel textures with or without an alpha channel.
4640664a8f661e15991e20cab1c0daa41f5e21977abJoe FernandezThis format is represented by the following OpenGL extension name:
4650664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez    <ul>
4660664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez      <li>{@code GL_IMG_texture_compression_pvrtc}</li>
4670664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez    </ul>
4680664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez  </li>
4690664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez  <li><strong>S3TC (DXT<em>n</em>/DXTC)</strong> - S3 texture compression (S3TC) has several
4700664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezformat variations (DXT1 to DXT5) and is less widely available. The format supports RGB textures with
4710664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez4-bit alpha or 8-bit alpha channels. This format may be represented by several OpenGL extension
4720664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandeznames, for example:
4730664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez    <ul>
4740664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez      <li>{@code GL_OES_texture_compression_S3TC}</li>
4750664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez      <li>{@code GL_EXT_texture_compression_s3tc}</li>
4760664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez      <li>{@code GL_EXT_texture_compression_dxt1}</li>
4770664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez      <li>{@code GL_EXT_texture_compression_dxt3}</li>
4780664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez      <li>{@code GL_EXT_texture_compression_dxt5}</li>
4790664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez    </ul>
4800664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez  </li>
4810664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez  <li><strong>3DC</strong> - 3DC texture compression (3DC) is a less widely available format that
4820664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezsupports RGB textures with an an alpha channel. This format is represented by the following OpenGL
4830664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezextension name:</li>
4840664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez    <ul>
4850664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez      <li>{@code GL_AMD_compressed_3DC_texture}</li>
4860664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez    </ul>
4870664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez</ul>
4880664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez
4890664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<p class="warning"><strong>Warning:</strong> These texture compression formats are <em>not
4900664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezsupported</em> on all devices. Support for these formats can vary by manufacturer and device. For
4910664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezinformation on how to determine what texture compression formats are on a particular device, see
4920664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezthe next section.
4930664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez</p>
4940664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez
4950664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<p class="note"><strong>Note:</strong> Once you decide which texture compression formats your
4960664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezapplication will support, make sure you declare them in your manifest using <a
4970664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezhref="{@docRoot}guide/topics/manifest/supports-gl-texture-element.html">&lt;supports-gl-texture&gt;
4984d7bc65538c7cd9fbb1fbbcf22d1da47fcee1219Dirk Dougherty</a>. Using this declaration enables filtering by external services such as Google Play, so that
4990664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezyour app is installed only on devices that support the formats your app requires. For details, see
5000664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<a
5010664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezhref="{@docRoot}guide/topics/graphics/opengl.html#manifest">OpenGL manifest declarations</a>.</p>
5020664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez
5030664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<h3 id="gl-extension-query">Determining OpenGL extensions</h3>
5040664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<p>Implementations of OpenGL vary by Android device in terms of the extensions to the OpenGL ES API
5050664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezthat are supported. These extensions include texture compressions, but typically also include other
5060664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezextensions to the OpenGL feature set.</p>
5070664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez
5080664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<p>To determine what texture compression formats, and other OpenGL extensions, are supported on a
5090664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezparticular device:</p>
510a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez<ol>
511a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez  <li>Run the following code on your target devices to determine what texture compression
512a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandezformats are supported:
513a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez<pre>
514a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez  String extensions = javax.microedition.khronos.opengles.GL10.glGetString(GL10.GL_EXTENSIONS);
515a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez</pre>
5160664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez  <p class="warning"><b>Warning:</b> The results of this call <em>vary by device!</em> You
5170664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezmust run this call on several target devices to determine what compression types are commonly
5180664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezsupported.</p>
519a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez  </li>
5200664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez  <li>Review the output of this method to determine what OpenGL extensions are supported on the
521d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Lydevice.</li>
522a53afedf783176d531e7cf8744f9b07ce60a5c92Joe Fernandez</ol>
5239066cfe9886ac131c34d59ed0e2d287b0e3c0087The Android Open Source Project
5249066cfe9886ac131c34d59ed0e2d287b0e3c0087The Android Open Source Project
5250664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<h2 id="choosing-version">Choosing an OpenGL API Version</h2>
5260664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez
5270664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<p>OpenGL ES API version 1.0 (and the 1.1 extensions) and version 2.0 both provide high
5280664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezperformance graphics interfaces for creating 3D games, visualizations and user interfaces. Graphics
5290664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezprogramming for the OpenGL ES 1.0/1.1 API versus ES 2.0 differs significantly, and so developers
5300664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezshould carefully consider the following factors before starting development with either API:</p>
5310664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez
5320664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<ul>
5330664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez  <li><strong>Performance</strong> - In general, OpenGL ES 2.0 provides faster graphics performance
5340664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezthan the ES 1.0/1.1 APIs. However, the performance difference can vary depending on the Android
5350664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezdevice your OpenGL application is running on, due to differences in the implementation of the OpenGL
5360664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezgraphics pipeline.</li>
537d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Ly  <li><strong>Device Compatibility</strong> - Developers should consider the types of devices,
5380664a8f661e15991e20cab1c0daa41f5e21977abJoe FernandezAndroid versions and the OpenGL ES versions available to their customers. For more information
5390664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezon OpenGL compatibility across devices, see the <a href="#compatibility">OpenGL Versions and Device
5400664a8f661e15991e20cab1c0daa41f5e21977abJoe FernandezCompatibility</a> section.</li>
5410664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez  <li><strong>Coding Convenience</strong> - The OpenGL ES 1.0/1.1 API provides a fixed function
5420664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezpipeline and convenience functions which are not available in the ES 2.0 API. Developers who are new
5430664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezto OpenGL may find coding for OpenGL ES 1.0/1.1 faster and more convenient.</li>
5440664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez  <li><strong>Graphics Control</strong> - The OpenGL ES 2.0 API provides a higher degree
5450664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezof control by providing a fully programmable pipeline through the use of shaders. With more
5460664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezdirect control of the graphics processing pipeline, developers can create effects that would be
5470664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezvery difficult to generate using the 1.0/1.1 API.</li>
5480664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez</ul>
549d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03Robert Ly
5500664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandez<p>While performance, compatibility, convenience, control and other factors may influence your
5510664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezdecision, you should pick an OpenGL API version based on what you think provides the best experience
5520664a8f661e15991e20cab1c0daa41f5e21977abJoe Fernandezfor your users.</p>
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