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    <title>opengl-es on Sascha Willems</title>
    <link>https://www.saschawillems.de/tags/opengl-es/</link>
    <description>Recent content in opengl-es on Sascha Willems</description>
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    <lastBuildDate>Mon, 02 Apr 2018 09:11:47 +0000</lastBuildDate><atom:link href="https://www.saschawillems.de/tags/opengl-es/index.xml" rel="self" type="application/rss+xml" />
    <item>
      <title>OpenGL ES database ES 3.1 and 3.2 support, capability listing pages</title>
      <link>https://www.saschawillems.de/blog/2018/04/02/opengl-es-database-es-3.1-and-3.2-support-capability-listing-pages/</link>
      <pubDate>Mon, 02 Apr 2018 09:11:47 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2018/04/02/opengl-es-database-es-3.1-and-3.2-support-capability-listing-pages/</guid>
      <description>After the recent overhaul I now also have added support for OpenGL ES 3.1 and 3.2 to the OpenGL ES hardware database and the Android app.
Both versions added lots of new capabilities that have been lacking from the client application and database, so even though there are lots of reports for OpenGL ES 3.1 and 3.2 those only contain capabilities up to OpenGL ES 3.0.
GLES 3.1 brought compute shaders, GLES 3.</description>
    </item>
    
    <item>
      <title>OpenGL ES CapsViewer updated to 0.6</title>
      <link>https://www.saschawillems.de/blog/2018/04/01/opengl-es-capsviewer-updated-to-0.6/</link>
      <pubDate>Sun, 01 Apr 2018 14:00:00 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2018/04/01/opengl-es-capsviewer-updated-to-0.6/</guid>
      <description>I have released update 0.6 for the OpenGL ES CapsViewer.
Changelog :
Added OpenGL ES 3.2 capabilities (if supported by device) Added OpenGL ES 3.1 capabilities (if supported by device) Minor bugfixes The update should be automatically installed, and if you&amp;rsquo;ve submitted a device where 0.2 reported a wrong OpenGL ES version, please feel free to resubmit it.</description>
    </item>
    
    <item>
      <title>OpenGL ES hardware database overhaul</title>
      <link>https://www.saschawillems.de/blog/2018/03/30/opengl-es-hardware-database-overhaul/</link>
      <pubDate>Fri, 30 Mar 2018 15:02:48 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2018/03/30/opengl-es-hardware-database-overhaul/</guid>
      <description>I finally found some time to overhaul the OpenGL ES hardware database. I admittedly neglected my OpenGL databases in recent years (mainly due to Vulkan ® and a severe lack of spare time), and especially the OpenGL ES one was in dire need of an overhaul and a cleanup. So I spent a few days fixing lots of problems (both technical and data-related) as well as getting it (mostly) on par with the Vulkan hardware database and the changes are now live.</description>
    </item>
    
    <item>
      <title>Combined Vulkan and OpenGL ES listing for android</title>
      <link>https://www.saschawillems.de/blog/2017/10/30/combined-vulkan-and-opengl-es-listing-for-android/</link>
      <pubDate>Mon, 30 Oct 2017 12:26:13 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2017/10/30/combined-vulkan-and-opengl-es-listing-for-android/</guid>
      <description>Upon popular request I finally got around combining android device data from my Vulkan and OpenGL ES hardware databases into a convenient table. This should be handy if you plan on supporting both apis on Vulkan or if you just need to check for general device support.
The new page can be reached via https://android.gpuinfo.org/
It combines all android device reports from the Vulkan database with all reports from the OpenGL ES database and also uses google&amp;rsquo;s official device list for translating device IDs (stored with Vulkan and OpenGL ES reports) into actual retail names.</description>
    </item>
    
    <item>
      <title>OpenGL ES CapsViewer updated to 0.5</title>
      <link>https://www.saschawillems.de/blog/2015/11/18/opengl-es-capsviewer-updated-to-0.5/</link>
      <pubDate>Wed, 18 Nov 2015 14:13:00 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2015/11/18/opengl-es-capsviewer-updated-to-0.5/</guid>
      <description>I have released update 0.5 for the OpenGL ES CapsViewer.
This update adds support for Android TV devices.
The update should be automatically installed.</description>
    </item>
    
    <item>
      <title>Introducing gpuinfo.org</title>
      <link>https://www.saschawillems.de/blog/2015/10/11/introducing-gpuinfo.org/</link>
      <pubDate>Sun, 11 Oct 2015 10:17:29 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2015/10/11/introducing-gpuinfo.org/</guid>
      <description>Aside from playing around with a certain new API, I&amp;rsquo;ve also been working on the web front end OpenGL and OpenGL ES hardware database.
Though I redid the visual side of both some time ago they differed too much for my taste and especially the OpenGL ES database was lacking lots compared to the OpenGL one. No live search, bad visuals (especially for the reports), lacking compare features and much more.</description>
    </item>
    
    <item>
      <title>Using OpenGL ES on windows desktops via EGL</title>
      <link>https://www.saschawillems.de/blog/2015/04/19/using-opengl-es-on-windows-desktops-via-egl/</link>
      <pubDate>Sun, 19 Apr 2015 20:05:03 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2015/04/19/using-opengl-es-on-windows-desktops-via-egl/</guid>
      <description>OpenGL ES is an embedded version of OpenGL mostly used on mobile devices that offer only limited GPU capabilities compared to modern desktop GPUS.
Introduction Thanks to android, OpenGL ES is very widespread, and as WebGL is also based on OpenGL ES (2.0), chances are pretty high you&amp;rsquo;ll get into contact with OpenGL ES at some point during your 3D development efforts.
And at some point you may want to prototype your OpenGL ES applications on a desktop system (windows, linux, mac), or just distribute a desktop version of your mobile game using OpenGL ES.</description>
    </item>
    
    <item>
      <title>Going GitHub with gl(ES)CapsViewer</title>
      <link>https://www.saschawillems.de/blog/2015/01/04/going-github-with-glescapsviewer/</link>
      <pubDate>Sun, 04 Jan 2015 15:31:58 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2015/01/04/going-github-with-glescapsviewer/</guid>
      <description>In my last posting for 2014, I wrote a little bit about going open source with my projects. So I took the C++ rewrite of the OpenGL hardware capability viewer as a first step in releaasing more of my sources to the public.
And while I found bitbucket to be fine, I decided to move over to GitHub. Most of the developers I use to interact with are there (and not on bitbucket), and I prefer their UI and functionality over bitbucket (plus they seem to be super active with adding new stuff).</description>
    </item>
    
    <item>
      <title>Soruces for simple OpenGL 2.0 HUD/GUI for android</title>
      <link>https://www.saschawillems.de/blog/2014/07/18/soruces-for-simple-opengl-2.0-hud/gui-for-android/</link>
      <pubDate>Fri, 18 Jul 2014 19:34:49 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2014/07/18/soruces-for-simple-opengl-2.0-hud/gui-for-android/</guid>
      <description>As I&amp;rsquo;m currently prototyping a new game for Android, I was in need of a quick (and simple) way of adding some selectable text elements on top of my 3D OpenGL ES scene. So I created a simple demonstration with full source (you can get them from my OpenGL ES git repository) that renders a 3D scene and a basic hud with clickable text elements on top of it in orthogonal mode.</description>
    </item>
    
    <item>
      <title>Android OpenGL ES repository</title>
      <link>https://www.saschawillems.de/blog/2014/07/12/android-opengl-es-repository/</link>
      <pubDate>Sat, 12 Jul 2014 19:16:21 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2014/07/12/android-opengl-es-repository/</guid>
      <description>Following the C++ (OpenGL) repository, I recently added an Android OpenGL ES repositry (using Java) over here. It currently only contains two public demos, one for a simple stl viewer and another one for using the camera input of an android device as an OpenGL ES texture, but over time I plan on adding more and more demos.
And though I used to mock Java in the past I really like coding with Java nowadays.</description>
    </item>
    
    <item>
      <title>OpenGL ES CapsViewer updated to 0.3</title>
      <link>https://www.saschawillems.de/blog/2014/02/21/opengl-es-capsviewer-updated-to-0.3/</link>
      <pubDate>Fri, 21 Feb 2014 16:08:08 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2014/02/21/opengl-es-capsviewer-updated-to-0.3/</guid>
      <description>High on the heels of the last release (0.2), I just updated the OpenGL ES CapsViewer to version 0.3.
Changelog :
Changed way of setting up the OpenGL ES render context Certain devices (mostly those with PowerVR GPUs) were reporting wrong OpenGL ES versions (e.g. 1.1 instead of 2.0). I&amp;rsquo;ve changed the way of setting up the highest possible OpenGL ES version, so those devices should now display their real supported OpenGL ES version.</description>
    </item>
    
    <item>
      <title>OpenGL ES CapsViewer update to 0.2</title>
      <link>https://www.saschawillems.de/blog/2014/02/18/opengl-es-capsviewer-update-to-0.2/</link>
      <pubDate>Tue, 18 Feb 2014 19:57:42 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2014/02/18/opengl-es-capsviewer-update-to-0.2/</guid>
      <description>I&amp;rsquo;ve just released an update for the OpenGL ES CapsViewer to google&amp;rsquo;s playstore. This version should fix crashes upon startup that seemed to be caused by a wrong egl configuration, so for this version I&amp;rsquo;ve changed the method of selecting the egl configuration for the render context.
So if the application crashed on your device feel free to update (in case you&amp;rsquo;ve turned automatic updates off) the the most recent version and submit your OpenGL ES reports.</description>
    </item>
    
    <item>
      <title>OpenGL ES Caps Viewer available on Playstore</title>
      <link>https://www.saschawillems.de/blog/2014/02/03/opengl-es-caps-viewer-available-on-playstore/</link>
      <pubDate>Mon, 03 Feb 2014 09:02:33 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2014/02/03/opengl-es-caps-viewer-available-on-playstore/</guid>
      <description>My first ever mobile app is now available over at Google&amp;rsquo;s PlayStore! This is a premiere for me, and though I wasn&amp;rsquo;t on wether to spend the 25$ registration fee for the google&amp;rsquo;s developer console, I hope many android apps and games will follow.
Download via Google play
The OpenGL ES CapsViewer is the mobile counterpart to the OpenGL CapsViewer, reading the OpenGL ES implementation info of your Android device, as well as device information that may be of use to developers.</description>
    </item>
    
    <item>
      <title>OpenGL ES Hardware Database Preview</title>
      <link>https://www.saschawillems.de/blog/2013/12/18/opengl-es-hardware-database-preview/</link>
      <pubDate>Wed, 18 Dec 2013 19:14:02 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2013/12/18/opengl-es-hardware-database-preview/</guid>
      <description>It took (a bit) longer than expected, but I finally got the first preview of the online OpenGL ES Hardware Database online. I want this to be the match to the widely used OpenGL Hardware Database (filled by the glCapsViewer). Where the former is aimed at developing desktop applications with OpenGL, the later one is planned to be a helper for all developers planning on deploying OpenGL ES based applications, games or tools on the Android platform (other platforms that support OpenGL ES may follow in the future, the database design is flexible enough) that want to know what features are offered by the different devices on the market.</description>
    </item>
    
    <item>
      <title>New target : Android</title>
      <link>https://www.saschawillems.de/blog/2013/10/20/new-target-android/</link>
      <pubDate>Sun, 20 Oct 2013 18:50:29 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2013/10/20/new-target-android/</guid>
      <description>I&amp;rsquo;ve been using a symbian &amp;ldquo;smartphone&amp;rdquo; (a Samsung SGH-i560) for ages now, but finally decided to swap it for a new and shiny Android device, mainly to code on. So I recently bought myself a Huawei Ascend G510. It&amp;rsquo;s a middle class Android handset with a dual-core CPU (1,2GHz) and a 4.5&amp;quot; screen that supports OpenGL ES 2.0 that doesn&amp;rsquo;t cost a fortune (~140€) and condidering the pricetag it&amp;rsquo;s a pretty good phone.</description>
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