TAILIEUCHUNG - 3D Graphics with OpenGL ES and M3G- P28

3D Graphics with OpenGL ES and M3G- P28:Mobile phones are the new vehicle for bringing interactive graphics technologies to consumers. Graphics that in the 1980s was only seen in industrial flight simulators and at the turn of the millennium in desktop PCs and game consoles is now in the hands of billions of people. This book is about the technology underpinnings of mobile threedimensional graphics, the newest and most rapidly advancing area of computer graphics. | 254 EGL CHAPTER 11 You can find out the extensions supported by OpenGL ES by calling glGetString GL_EXTENSIONS which returns a space-separated list of extension names. An equivalent function call in EGL is const char eglQueryString EGLDisplay dpy EGLint name which returns information about EGL running on display dpy. The queried name can be EGL_VENDOR for obtaining the name of the EGL vendor EGL_VERSION for getting the EGL version string or EGL_EXTENSIONS for receiving a space-separated list of supported extensions. The format of the EGL_VERSION string is major_version . minor_version space vendor specific info The extension list only itemizes the supported extensions it does not describe how they are used. All the details of the added tokens and new functions are presented in an extension specification. There is a public extension registry at registry where companies can submit their extension specifications. The Khronos site also hosts the extension header file which contains function prototypes and tokens for the extensions listed in the registry. If the extension merely adds tokens to otherwise existing functions the extension can be used directly by including the header . However if the extension introduces new functions their entry points need to be retrieved by calling void eglGetProcAddress const char procname which returns a pointer to an extension function for both GL and EGL extensions. One can then cast this pointer into a function pointer with the correct function signature. RENDERING INTO TEXTURES Pbuffers with configurations supporting either EGL_BIND_TO_TEXTURE_RGB or EGL_BIND_TO_TEXTURE_RGBA can be used for rendering directlyinto texture maps. The pbuffer must be created with special attributes as illustrated below. EGLint pbuf_attribs EGL_WIDTH EGL_HEIGHT EGL_TEXTURE_FORMAT EGL_TEXTURE_TARGET EGL_MIPMAP_TEXTURE EGL_NONE width height EGL_TEXTURE_RGBA EGL_TEXTURE_2D EGL_TRUE SECTION WRITING HIGH-PERFORMANCE .

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