opengl.jd revision 50e990c64fa23ce94efa76b9e72df7f8ec3cee6a
1page.title=OpenGL
2parent.title=Graphics
3parent.link=index.html
4@jd:body
5
6<div id="qv-wrapper">
7  <div id="qv">
8    <h2>In this document</h2>
9
10    <ol>
11      <li><a href="#basics">The Basics</a>
12        <ol>
13           <li><a href="#packages">OpenGL packages</a></li>
14        </ol>
15      <li><a href="#manifest">Declaring OpenGL Requirements</a></li>
16      </li>
17      <li><a href="#coordinate-mapping">Mapping Coordinates for Drawn Objects</a>
18        <ol>
19          <li><a href="#proj-es1">Projection and camera in ES 1.0</a></li>
20          <li><a href="#proj-es1">Projection and camera in ES 2.0</a></li>
21        </ol>
22      </li>
23      <li><a href="#faces-winding">Shape Faces and Winding</li>
24      <li><a href="#compatibility">OpenGL Versions and Device Compatibility</a>
25        <ol>
26          <li><a href="#textures">Texture compression support</a></li>
27          <li><a href="#gl-extension-query">Determining OpenGL Extensions</a></li>
28        </ol>
29      </li>
30      <li><a href="#choosing-version">Choosing an OpenGL API Version</a></li>
31    </ol>
32    <h2>Key classes</h2>
33    <ol>
34      <li>{@link android.opengl.GLSurfaceView}</li>
35      <li>{@link android.opengl.GLSurfaceView.Renderer}</li>
36    </ol>
37    <h2>Related samples</h2>
38    <ol>
39      <li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/GLSurfaceViewActivity.html">GLSurfaceViewActivity</a></li>
40      <li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/GLES20Activity.html">GLES20Activity</a></li>
41      <li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/TouchRotateActivity.html">TouchRotateActivity</a></li>
42      <li><a
43href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/CompressedTextureActivity.html">Compressed Textures</a></li>
44    </ol>
45    <h2>See also</h2>
46    <ol>
47      <li><a href="{@docRoot}training/graphics/opengl/index.html">
48          Displaying Graphics with OpenGL ES</a></li>
49      <li><a href="http://www.khronos.org/opengles/">OpenGL ES</a></li>
50      <li><a href="http://www.khronos.org/opengles/1_X/">OpenGL ES 1.x Specification</a></li>
51      <li><a href="http://www.khronos.org/opengles/2_X/">OpenGL ES 2.x specification</a></li>
52    </ol>
53  </div>
54</div>
55
56<p>Android includes support for high performance 2D and 3D graphics with the Open Graphics Library
57(OpenGL), specifically, the OpenGL ES API. OpenGL is a cross-platform graphics API that specifies a
58standard software interface for 3D graphics processing hardware. OpenGL ES is a flavor of the OpenGL
59specification intended for embedded devices. The OpenGL ES 1.0 and 1.1 API specifications have been
60supported since Android 1.0. Beginning with Android 2.2 (API Level 8), the framework supports the
61OpenGL ES 2.0 API specification.</p>
62
63<p class="note"><b>Note:</b> The specific API provided by the Android framework is similar to the
64  J2ME JSR239 OpenGL ES  API, but is not identical. If you are familiar with J2ME JSR239
65  specification, be alert for variations.</p>
66
67
68<h2 id="basics">The Basics</h2>
69
70<p>Android supports OpenGL both through its framework API and the Native Development
71Kit (NDK). This topic focuses on the Android framework interfaces. For more information about the
72NDK, see the <a href="{@docRoot}tools/sdk/ndk/index.html">Android NDK</a>.
73
74<p>There are two foundational classes in the Android framework that let you create and manipulate
75graphics with the OpenGL ES API: {@link android.opengl.GLSurfaceView} and {@link
76android.opengl.GLSurfaceView.Renderer}. If your goal is to use OpenGL in your Android application,
77understanding how to implement these classes in an activity should be your first objective.
78</p>
79
80<dl>
81  <dt><strong>{@link android.opengl.GLSurfaceView}</strong></dt>
82  <dd>This class is a {@link android.view.View} where you can draw and manipulate objects using
83    OpenGL API calls and is similar in function to a {@link android.view.SurfaceView}. You can use
84    this class by creating an instance of {@link android.opengl.GLSurfaceView} and adding your
85    {@link android.opengl.GLSurfaceView.Renderer Renderer} to it. However, if you want to capture
86    touch screen events, you should extend the {@link android.opengl.GLSurfaceView} class to
87    implement the touch listeners, as shown in OpenGL Tutorials for
88    <a href="{@docRoot}resources/tutorials/opengl/opengl-es10.html#touch">ES 1.0</a>,
89    <a href="{@docRoot}resources/tutorials/opengl/opengl-es20.html#touch">ES 2.0</a> and the <a
90href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/TouchRotateActivity.html"
91>TouchRotateActivity</a> sample.</dd>
92
93  <dt><strong>{@link android.opengl.GLSurfaceView.Renderer}</strong></dt>
94  <dd>This interface defines the methods required for drawing graphics in an OpenGL {@link
95    android.opengl.GLSurfaceView}. You must provide an implementation of this interface as a
96    separate class and attach it to your {@link android.opengl.GLSurfaceView} instance using
97    {@link android.opengl.GLSurfaceView#setRenderer(android.opengl.GLSurfaceView.Renderer)
98    GLSurfaceView.setRenderer()}.
99
100    <p>The {@link android.opengl.GLSurfaceView.Renderer} interface requires that you implement the
101      following methods:</p>
102    <ul>
103      <li>
104        {@link
105    android.opengl.GLSurfaceView.Renderer#onSurfaceCreated(javax.microedition.khronos.opengles.GL10,
106    javax.microedition.khronos.egl.EGLConfig) onSurfaceCreated()}: The system calls this
107    method once, when creating the {@link android.opengl.GLSurfaceView}. Use this method to perform
108    actions that need to happen only once, such as setting OpenGL environment parameters or
109    initializing OpenGL graphic objects.
110      </li>
111      <li>
112        {@link
113        android.opengl.GLSurfaceView.Renderer#onDrawFrame(javax.microedition.khronos.opengles.GL10)
114        onDrawFrame()}: The system calls this method on each redraw of the {@link
115        android.opengl.GLSurfaceView}. Use this method as the primary execution point for
116        drawing (and re-drawing) graphic objects.</li>
117      <li>
118        {@link
119    android.opengl.GLSurfaceView.Renderer#onSurfaceChanged(javax.microedition.khronos.opengles.GL10,
120    int, int) onSurfaceChanged()}: The system calls this method when the {@link
121    android.opengl.GLSurfaceView} geometry changes, including changes in size of the {@link
122    android.opengl.GLSurfaceView} or orientation of the device screen. For example, the system calls
123    this method when the device changes from portrait to landscape orientation. Use this method to
124    respond to changes in the {@link android.opengl.GLSurfaceView} container.
125      </li>
126    </ul>
127    </dd>
128</dl>
129
130<h3 id="packages">OpenGL packages</h3>
131<p>Once you have established a container view for OpenGL using {@link
132android.opengl.GLSurfaceView} and {@link android.opengl.GLSurfaceView.Renderer}, you can begin
133calling OpenGL APIs using the following classes:</p>
134
135<ul>
136  <li>OpenGL ES 1.0/1.1 API Packages
137    <ul>
138        <li>{@link android.opengl} - This package provides a static interface to the OpenGL ES
1391.0/1.1 classes and better performance than the javax.microedition.khronos package interfaces.
140          <ul>
141            <li>{@link android.opengl.GLES10}</li>
142            <li>{@link android.opengl.GLES10Ext}</li>
143            <li>{@link android.opengl.GLES11}</li>
144            <li>{@link android.opengl.GLES10Ext}</li>
145          </ul>
146        </li>
147      <li>{@link javax.microedition.khronos.opengles} - This package provides the standard
148implementation of OpenGL ES 1.0/1.1.
149          <ul>
150            <li>{@link javax.microedition.khronos.opengles.GL10}</li>
151            <li>{@link javax.microedition.khronos.opengles.GL10Ext}</li>
152            <li>{@link javax.microedition.khronos.opengles.GL11}</li>
153            <li>{@link javax.microedition.khronos.opengles.GL11Ext}</li>
154            <li>{@link javax.microedition.khronos.opengles.GL11ExtensionPack}</li>
155          </ul>
156        </li>
157      </ul>
158  </li>
159  <li>OpenGL ES 2.0 API Class
160    <ul>
161      <li>{@link android.opengl.GLES20 android.opengl.GLES20} - This package provides the
162interface to OpenGL ES 2.0 and is available starting with Android 2.2 (API Level 8).</li>
163    </ul>
164  </li>
165</ul>
166
167<p>If you'd like to start building an app with OpenGL right away, have a look at the tutorials for
168<a href="{@docRoot}resources/tutorials/opengl/opengl-es10.html">OpenGL ES 1.0</a> or
169<a href="{@docRoot}resources/tutorials/opengl/opengl-es20.html">OpenGL ES 2.0</a>!
170</p>
171
172<h2 id="manifest">Declaring OpenGL Requirements</h2>
173<p>If your application uses OpenGL features that are not available on all devices, you must include
174these requirements in your <a
175href="{@docRoot}guide/topics/manifest/manifest-intro.html">AndroidManifest.xml</a></code> file.
176Here are the most common OpenGL manifest declarations:</p>
177
178<ul>
179  <li><strong>OpenGL ES version requirements</strong> - If your application only supports OpenGL ES
1802.0, you must declare that requirement by adding the following settings to your manifest as
181shown below.
182
183<pre>
184    &lt;!-- Tell the system this app requires OpenGL ES 2.0. --&gt;
185    &lt;uses-feature android:glEsVersion="0x00020000" android:required="true" /&gt;
186</pre>
187
188  <p>Adding this declaration causes Google Play to restrict your application from being
189  installed on devices that do not support OpenGL ES 2.0.</p>
190  </li>
191  <li><strong>Texture compression requirements</strong> - If your application uses texture
192compression formats, you must declare the formats your application supports in your manifest file
193using <a href="{@docRoot}guide/topics/manifest/supports-gl-texture-element.html">{@code
194&lt;supports-gl-texture&gt;}</a>. For more information about available texture compression
195formats, see <a href="#textures">Texture compression support</a>.
196
197<p>Declaring texture compression requirements in your manifest hides your application from users
198with devices that do not support at least one of your declared compression types. For more
199information on how Google Play filtering works for texture compressions, see the <a
200href="{@docRoot}guide/topics/manifest/supports-gl-texture-element.html#market-texture-filtering">
201Google Play and texture compression filtering</a> section of the {@code
202&lt;supports-gl-texture&gt;} documentation.</p>
203  </li>
204</ul>
205
206
207<h2 id="coordinate-mapping">Mapping Coordinates for Drawn Objects</h2>
208
209<p>One of the basic problems in displaying graphics on Android devices is that their screens can
210vary in size and shape. OpenGL assumes a square, uniform coordinate system and, by default, happily
211draws those coordinates onto your typically non-square screen as if it is perfectly square.</p>
212
213<img src="{@docRoot}images/opengl/coordinates.png">
214<p class="img-caption">
215  <strong>Figure 1.</strong> Default OpenGL coordinate system (left) mapped to a typical Android
216device screen (right).
217</p>
218
219<p>The illustration above shows the uniform coordinate system assumed for an OpenGL frame on the
220left, and how these coordinates actually map to a typical device screen in landscape orientation
221on the right. To solve this problem, you can apply OpenGL projection modes and camera views to
222transform coordinates so your graphic objects have the correct proportions on any display.</p>
223
224<p>In order to apply projection and camera views, you create a projection matrix and a camera view
225matrix and apply them to the OpenGL rendering pipeline. The projection matrix recalculates the
226coordinates of your graphics so that they map correctly to Android device screens. The camera view
227matrix creates a transformation that renders objects from a specific eye position.</p>
228
229<h3 id="proj-es1">Projection and camera view in OpenGL ES 1.0</h3>
230<p>In the ES 1.0 API, you apply projection and camera view by creating each matrix and then
231adding them to the OpenGL environment.</p>
232
233<ol>
234<li><strong>Projection matrix</strong> - Create a projection matrix using the geometry of the
235device screen in order to recalculate object coordinates so they are drawn with correct proportions.
236The following example code demonstrates how to modify the {@link
237android.opengl.GLSurfaceView.Renderer#onSurfaceChanged(javax.microedition.khronos.opengles.GL10,
238int, int) onSurfaceChanged()} method of a {@link android.opengl.GLSurfaceView.Renderer}
239implementation to create a projection matrix based on the screen's aspect ratio and apply it to the
240OpenGL rendering environment.
241
242<pre>
243  public void onSurfaceChanged(GL10 gl, int width, int height) {
244      gl.glViewport(0, 0, width, height);
245
246      // make adjustments for screen ratio
247      float ratio = (float) width / height;
248      gl.glMatrixMode(GL10.GL_PROJECTION);        // set matrix to projection mode
249      gl.glLoadIdentity();                        // reset the matrix to its default state
250      gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7);  // apply the projection matrix
251  }
252</pre>
253</li>
254
255<li><strong>Camera transformation matrix</strong> - Once you have adjusted the coordinate system
256using a projection matrix, you must also apply a camera view. The following example code shows how
257to modify the {@link
258android.opengl.GLSurfaceView.Renderer#onDrawFrame(javax.microedition.khronos.opengles.GL10)
259onDrawFrame()} method of a {@link android.opengl.GLSurfaceView.Renderer}
260implementation to apply a model view and use the
261{@link android.opengl.GLU#gluLookAt(javax.microedition.khronos.opengles.GL10, float, float, float,
262float, float, float, float, float, float) GLU.gluLookAt()} utility to create a viewing tranformation
263which simulates a camera position.
264
265<pre>
266    public void onDrawFrame(GL10 gl) {
267        ...
268        // Set GL_MODELVIEW transformation mode
269        gl.glMatrixMode(GL10.GL_MODELVIEW);
270        gl.glLoadIdentity();                      // reset the matrix to its default state
271
272        // When using GL_MODELVIEW, you must set the camera view
273        GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
274        ...
275    }
276</pre>
277</li>
278</ol>
279
280<p>For a complete example of how to apply projection and camera views with OpenGL ES 1.0, see the <a
281href="{@docRoot}resources/tutorials/opengl/opengl-es10.html#projection-and-views">OpenGL ES 1.0
282tutorial</a>.</p>
283
284
285<h3 id="proj-es2">Projection and camera view in OpenGL ES 2.0</h3>
286<p>In the ES 2.0 API, you apply projection and camera view by first adding a matrix member to
287the vertex shaders of your graphics objects. With this matrix member added, you can then
288generate and apply projection and camera viewing matrices to your objects.</p>
289
290<ol>
291<li><strong>Add matrix to vertex shaders</strong> - Create a variable for the view projection matrix
292and include it as a multiplier of the shader's position. In the following example vertex shader
293code, the included {@code uMVPMatrix} member allows you to apply projection and camera viewing
294matrices to the coordinates of objects that use this shader.
295
296<pre>
297    private final String vertexShaderCode =
298
299        // This matrix member variable provides a hook to manipulate
300        // the coordinates of objects that use this vertex shader
301        "uniform mat4 uMVPMatrix;   \n" +
302
303        "attribute vec4 vPosition;  \n" +
304        "void main(){               \n" +
305
306        // the matrix must be included as part of gl_Position
307        " gl_Position = uMVPMatrix * vPosition; \n" +
308
309        "}  \n";
310</pre>
311  <p class="note"><strong>Note:</strong> The example above defines a single transformation matrix
312member in the vertex shader into which you apply a combined projection matrix and camera view
313matrix. Depending on your application requirements, you may want to define separate projection
314matrix and camera viewing matrix members in your vertex shaders so you can change them
315independently.</p>
316</li>
317<li><strong>Access the shader matrix</strong> - After creating a hook in your vertex shaders to
318apply projection and camera view, you can then access that variable to apply projection and
319camera viewing matrices. The following code shows how to modify the {@link
320android.opengl.GLSurfaceView.Renderer#onSurfaceCreated(javax.microedition.khronos.opengles.GL10,
321javax.microedition.khronos.egl.EGLConfig) onSurfaceCreated()} method of a {@link
322android.opengl.GLSurfaceView.Renderer} implementation to access the matrix
323variable defined in the vertex shader above.
324
325<pre>
326    public void onSurfaceCreated(GL10 unused, EGLConfig config) {
327        ...
328        muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
329        ...
330    }
331</pre>
332</li>
333<li><strong>Create projection and camera viewing matrices</strong> - Generate the projection and
334viewing matrices to be applied the graphic objects. The following example code shows how to modify
335the {@link
336android.opengl.GLSurfaceView.Renderer#onSurfaceCreated(javax.microedition.khronos.opengles.GL10,
337javax.microedition.khronos.egl.EGLConfig) onSurfaceCreated()} and {@link
338android.opengl.GLSurfaceView.Renderer#onSurfaceChanged(javax.microedition.khronos.opengles.GL10,
339int, int) onSurfaceChanged()} methods of a {@link android.opengl.GLSurfaceView.Renderer}
340implementation to create camera view matrix and a projection matrix based on the screen aspect ratio
341of the device.
342
343<pre>
344    public void onSurfaceCreated(GL10 unused, EGLConfig config) {
345        ...
346        // Create a camera view matrix
347        Matrix.setLookAtM(mVMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
348    }
349
350    public void onSurfaceChanged(GL10 unused, int width, int height) {
351        GLES20.glViewport(0, 0, width, height);
352
353        float ratio = (float) width / height;
354
355        // create a projection matrix from device screen geometry
356        Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
357    }
358</pre>
359</li>
360
361<li><strong>Apply projection and camera viewing matrices</strong> - To apply the projection and
362camera view transformations, multiply the matrices together and then set them into the vertex
363shader. The following example code shows how modify the {@link
364android.opengl.GLSurfaceView.Renderer#onDrawFrame(javax.microedition.khronos.opengles.GL10)
365onDrawFrame()} method of a {@link android.opengl.GLSurfaceView.Renderer} implementation to combine
366the projection matrix and camera view created in the code above and then apply it to the graphic
367objects to be rendered by OpenGL.
368
369<pre>
370    public void onDrawFrame(GL10 unused) {
371        ...
372        // Combine the projection and camera view matrices
373        Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0);
374
375        // Apply the combined projection and camera view transformations
376        GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
377
378        // Draw objects
379        ...
380    }
381</pre>
382</li>
383</ol>
384<p>For a complete example of how to apply projection and camera view with OpenGL ES 2.0, see the <a
385href="{@docRoot}resources/tutorials/opengl/opengl-es20.html#projection-and-views">OpenGL ES 2.0
386tutorial</a>.</p>
387
388<h2 id="faces-winding">Shape Faces and Winding</h2>
389
390<p>In OpenGL, the face of a shape is a surface defined by three or more points in three-dimensional
391space. A set of three or more three-dimensional points (called vertices in OpenGL) have a front face
392and a back face. How do you know which face is front and which is the back? Good question. The
393answer has to do with winding, or, the direction in which you define the points of a shape.</p>
394
395<img src="{@docRoot}images/opengl/ccw-winding.png">
396<p class="img-caption">
397  <strong>Figure 1.</strong> Illustration of a coordinate list which translates into a
398counterclockwise drawing order.</p>
399
400<p>In this example, the points of the triangle are defined in an order such that they are drawn in a
401counterclockwise direction. The order in which these coordinates are drawn defines the winding
402direction for the shape. By default, in OpenGL, the face which is drawn counterclockwise is the
403front face. The triangle shown in Figure 1 is defined so that you are looking at the front face of
404the shape (as interpreted by OpenGL) and the other side is the back face.</p>
405
406<p>Why is it important to know which face of a shape is the front face? The answer has to do with a
407commonly used feature of OpenGL, called face culling. Face culling is an option for the OpenGL
408environment which allows the rendering pipeline to ignore (not calculate or draw) the back face of a
409shape, saving time, memory and processing cycles:</p>
410
411<pre>
412// enable face culling feature
413gl.glEnable(GL10.GL_CULL_FACE);
414// specify which faces to not draw
415gl.glCullFace(GL10.GL_BACK);
416</pre>
417
418<p>If you try to use the face culling feature without knowing which sides of your shapes are the
419front and back, your OpenGL graphics are going to look a bit thin, or possibly not show up at all.
420So, always define the coordinates of your OpenGL shapes in a counterclockwise drawing order.</p>
421
422<p class="note"><strong>Note:</strong> It is possible to set an OpenGL environment to treat the
423clockwise face as the front face, but doing so requires more code and is likely to confuse
424experienced OpenGL developers when you ask them for help. So don’t do that.</p>
425
426<h2 id="compatibility">OpenGL Versions and Device Compatibility</h2>
427
428<p>The OpenGL ES 1.0 and 1.1 API specifications have been supported since Android 1.0.
429Beginning with Android 2.2 (API Level 8), the framework supports the OpenGL ES 2.0 API
430specification. OpenGL ES 2.0 is supported by most Android devices and is recommended for new
431applications being developed with OpenGL. For information about the relative number of
432Android-powered devices that support a given version of OpenGL ES, see the <a
433href="{@docRoot}resources/dashboard/opengl.html">OpenGL ES Versions Dashboard</a>.</p>
434
435
436<h3 id="textures">Texture compression support</h3>
437<p>Texture compression can significantly increase the performance of your OpenGL application by
438reducing memory requirements and making more efficient use of memory bandwidth. The Android
439framework provides support for the ETC1 compression format as a standard feature, including a {@link
440android.opengl.ETC1Util} utility class and the {@code etc1tool} compression tool (located in the
441Android SDK at {@code &lt;sdk&gt;/tools/}). For an example of an Android application that uses
442texture compression, see the <a
443href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/CompressedTextureActivity.html"
444>CompressedTextureActivity</a> code sample.</p>
445
446<p>The ETC format is supported by most Android devices, but it not guarranteed to be available. To
447check if the ETC1 format is supported on a device, call the {@link
448android.opengl.ETC1Util#isETC1Supported() ETC1Util.isETC1Supported()} method.</p>
449
450<p class="note"><b>Note:</b> The ETC1 texture compression format does not support textures with an
451alpha channel. If your application requires textures with an alpha channel, you should
452investigate other texture compression formats available on your target devices.</p>
453
454<p>Beyond the ETC1 format, Android devices have varied support for texture compression based on
455their GPU chipsets and OpenGL implementations. You should investigate texture compression support on
456the the devices you are are targeting to determine what compression types your application should
457support. In order to determine what texture formats are supported on a given device, you must <a
458href="#gl-extension-query">query the device</a> and review the <em>OpenGL extension names</em>,
459which identify what texture compression formats (and other OpenGL features) are supported by the
460device. Some commonly supported texture compression formats are as follows:</p>
461
462<ul>
463  <li><strong>ATITC (ATC)</strong> - ATI texture compression (ATITC or ATC) is available on a
464wide variety of devices and supports fixed rate compression for RGB textures with and without
465an alpha channel. This format may be represented by several OpenGL extension names, for example:
466    <ul>
467      <li>{@code GL_AMD_compressed_ATC_texture}</li>
468      <li>{@code GL_ATI_texture_compression_atitc}</li>
469    </ul>
470  </li>
471  <li><strong>PVRTC</strong> - PowerVR texture compression (PVRTC) is available on a wide
472variety of devices and supports 2-bit and 4-bit per pixel textures with or without an alpha channel.
473This format is represented by the following OpenGL extension name:
474    <ul>
475      <li>{@code GL_IMG_texture_compression_pvrtc}</li>
476    </ul>
477  </li>
478  <li><strong>S3TC (DXT<em>n</em>/DXTC)</strong> - S3 texture compression (S3TC) has several
479format variations (DXT1 to DXT5) and is less widely available. The format supports RGB textures with
4804-bit alpha or 8-bit alpha channels. This format may be represented by several OpenGL extension
481names, for example:
482    <ul>
483      <li>{@code GL_OES_texture_compression_S3TC}</li>
484      <li>{@code GL_EXT_texture_compression_s3tc}</li>
485      <li>{@code GL_EXT_texture_compression_dxt1}</li>
486      <li>{@code GL_EXT_texture_compression_dxt3}</li>
487      <li>{@code GL_EXT_texture_compression_dxt5}</li>
488    </ul>
489  </li>
490  <li><strong>3DC</strong> - 3DC texture compression (3DC) is a less widely available format that
491supports RGB textures with an an alpha channel. This format is represented by the following OpenGL
492extension name:</li>
493    <ul>
494      <li>{@code GL_AMD_compressed_3DC_texture}</li>
495    </ul>
496</ul>
497
498<p class="warning"><strong>Warning:</strong> These texture compression formats are <em>not
499supported</em> on all devices. Support for these formats can vary by manufacturer and device. For
500information on how to determine what texture compression formats are on a particular device, see
501the next section.
502</p>
503
504<p class="note"><strong>Note:</strong> Once you decide which texture compression formats your
505application will support, make sure you declare them in your manifest using <a
506href="{@docRoot}guide/topics/manifest/supports-gl-texture-element.html">&lt;supports-gl-texture&gt;
507</a>. Using this declaration enables filtering by external services such as Google Play, so that
508your app is installed only on devices that support the formats your app requires. For details, see
509<a
510href="{@docRoot}guide/topics/graphics/opengl.html#manifest">OpenGL manifest declarations</a>.</p>
511
512<h3 id="gl-extension-query">Determining OpenGL extensions</h3>
513<p>Implementations of OpenGL vary by Android device in terms of the extensions to the OpenGL ES API
514that are supported. These extensions include texture compressions, but typically also include other
515extensions to the OpenGL feature set.</p>
516
517<p>To determine what texture compression formats, and other OpenGL extensions, are supported on a
518particular device:</p>
519<ol>
520  <li>Run the following code on your target devices to determine what texture compression
521formats are supported:
522<pre>
523  String extensions = javax.microedition.khronos.opengles.GL10.glGetString(GL10.GL_EXTENSIONS);
524</pre>
525  <p class="warning"><b>Warning:</b> The results of this call <em>vary by device!</em> You
526must run this call on several target devices to determine what compression types are commonly
527supported.</p>
528  </li>
529  <li>Review the output of this method to determine what OpenGL extensions are supported on the
530device.</li>
531</ol>
532
533
534<h2 id="choosing-version">Choosing an OpenGL API Version</h2>
535
536<p>OpenGL ES API version 1.0 (and the 1.1 extensions) and version 2.0 both provide high
537performance graphics interfaces for creating 3D games, visualizations and user interfaces. Graphics
538programming for the OpenGL ES 1.0/1.1 API versus ES 2.0 differs significantly, and so developers
539should carefully consider the following factors before starting development with either API:</p>
540
541<ul>
542  <li><strong>Performance</strong> - In general, OpenGL ES 2.0 provides faster graphics performance
543than the ES 1.0/1.1 APIs. However, the performance difference can vary depending on the Android
544device your OpenGL application is running on, due to differences in the implementation of the OpenGL
545graphics pipeline.</li>
546  <li><strong>Device Compatibility</strong> - Developers should consider the types of devices,
547Android versions and the OpenGL ES versions available to their customers. For more information
548on OpenGL compatibility across devices, see the <a href="#compatibility">OpenGL Versions and Device
549Compatibility</a> section.</li>
550  <li><strong>Coding Convenience</strong> - The OpenGL ES 1.0/1.1 API provides a fixed function
551pipeline and convenience functions which are not available in the ES 2.0 API. Developers who are new
552to OpenGL may find coding for OpenGL ES 1.0/1.1 faster and more convenient.</li>
553  <li><strong>Graphics Control</strong> - The OpenGL ES 2.0 API provides a higher degree
554of control by providing a fully programmable pipeline through the use of shaders. With more
555direct control of the graphics processing pipeline, developers can create effects that would be
556very difficult to generate using the 1.0/1.1 API.</li>
557</ul>
558
559<p>While performance, compatibility, convenience, control and other factors may influence your
560decision, you should pick an OpenGL API version based on what you think provides the best experience
561for your users.</p>
562