![]() ![]() ![]() Instead, all this must be implemented via shader programs. However, it is backward-incompatible with OpenGL ES 1.x, because it drops support for the fixed-function pipeline completely: no coordinate transforms, materials or lighting calls are supported. ![]() You can still choose to use it and specify inside your build. OpenGL ES 2.0 adds support for shaders corresponding to OpenGL 2.0. This feature is how NDK builds are currently supported from Android Studio, but it's deprecated while a better way to do it is in the work. Instead of calling a GL function to pass each vertex attribute, you can use glVertexAttribPointer to prespecify separate arrays of vertex attributes and use. ![]() I have tried to include alot from other answers but none seem to work.Īs you're using Android Studio, your Makefiles are ignored by default and new ones are generated on-the-fly, so OpenGL ES2 lib isn't properly referenced. h are in core map which is in the same map as the. LOCAL_SRC_FILES := coreBridge.cpp core/game.cppįILE_LIST := $(wildcard $(LOCAL_PATH)/./././core/src/*.cpp) LOCAL_SHARED_LIBRARIES := liblog libnativehelper libGLESv2 LOCAL_LDLIBS := -llog -lnativehelper -lGLESv2 # Here we give our module name and source file(s) opengl es2 - Accurately measure time between calls to onDrawFrame (Android OpelGL ES 2.0) - Game Development Stack Exchange Accurately measure time between calls to onDrawFrame (Android OpelGL ES 2. Created all the necessary files, but when trying to build I get the errors :ĭ:\svn-Genicap3D\trunk\frontend_android\Genicap3D\app\src\main\jni\core\game.cppĮrror:(6) undefined reference to 'glClearColor'Įrror:(14) undefined reference to `glClear' ![]()
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