Difference between revisions of "OpenGLES插件对不同驱动的特殊处理"
From KlayGE
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=== Imagination PowerVR === | === Imagination PowerVR === | ||
− | |||
* 关闭GL_KHR_debug | * 关闭GL_KHR_debug | ||
+ | * 关闭3D纹理 | ||
+ | * 启用half纹理格式 | ||
+ | * 启用BC4和BC5纹理格式 | ||
=== ARM Mali === | === ARM Mali === | ||
* 不把index buffer放入VAO | * 不把index buffer放入VAO | ||
+ | * 关闭3D纹理 | ||
+ | * 启用BC4和BC5纹理格式 | ||
=== Qualcomm Adreno === | === Qualcomm Adreno === | ||
* 不把index buffer放入VAO | * 不把index buffer放入VAO | ||
+ | * 关闭3D纹理 | ||
+ | * 关闭primitive restart | ||
+ | * 启用BC4和BC5纹理格式 | ||
=== Google Android Emulator === | === Google Android Emulator === | ||
− | + | * 关闭full npot texture | |
+ | * 启用half纹理格式 | ||
=== Google ANGLE === | === Google ANGLE === | ||
* 关闭UBO | * 关闭UBO | ||
+ | * 关闭texture array | ||
== 参见 == | == 参见 == | ||
[[OpenGL插件对不同驱动的特殊处理]] | [[OpenGL插件对不同驱动的特殊处理]] |
Latest revision as of 23:41, 13 December 2015
和OpenGL插件一样,OpenGLES插件也必须对不同驱动做一些特殊处理。
Contents
列表
NVIDIA Tegra
- 启用OES_texture_half_float
- 设置GL_TEXTURE_MAX_LEVEL
Imagination PowerVR
- 关闭GL_KHR_debug
- 关闭3D纹理
- 启用half纹理格式
- 启用BC4和BC5纹理格式
ARM Mali
- 不把index buffer放入VAO
- 关闭3D纹理
- 启用BC4和BC5纹理格式
Qualcomm Adreno
- 不把index buffer放入VAO
- 关闭3D纹理
- 关闭primitive restart
- 启用BC4和BC5纹理格式
Google Android Emulator
- 关闭full npot texture
- 启用half纹理格式
Google ANGLE
- 关闭UBO
- 关闭texture array