Graphics Reference
In-Depth Information
ES code framework, but is much more extensive. The one advantage to
our framework is that it is not iOS-specific, so you may find this a useful
approach if you are developing cross-platform applications designed to
run on many different operating systems.
Summary
In this chapter, we covered how to build the sample code using OpenGL
ES 3.0 emulators on Windows and Linux. We also covered how to build
the sample code for OpenGL ES 3.0 on Android 4.3+ NDK using C,
Android 4.3+ SDK with Java, and iOS7. The platforms supporting OpenGL
ES are rapidly evolving. Please check the topic website (opengles-book
.com) for updated information on building for new platforms and new
versions of existing platforms.
 
 
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