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Opengl 2.0 es specific optimizatinos

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Call glBindBuffer to define the layout of a buffer, such as GL_ELEMENT_ARRAY_BUFFER.Call glGenBuffers to generate one or more buffers and return the handles to them.In OpenGL ES 2.0, the process for creating and binding any kind of buffer generally follows this pattern Swap chain with 'back buffer' surface See IDXGISwapChain1 with attached IDXGISurface1. Render target(s) See ID3D11RenderTargetView with ID3D11Texture2D. Vertex buffer element field, designated by an input layout and marked with a specific HLSL semantic.īuffer See D3D11_SUBRESOURCE_DATA and D3D11_BUFFER_DESC and for a general-use buffer definitions. Despite the superficial commonality, they are handled quite different in usage. In Direct3D 11, these roughly map to constant buffers, vertex buffers, and subresources.

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In OpenGL ES 2.0, data is passed to and from shader programs in four ways: as uniforms for constant data, as attributes for vertex data, as buffer objects for other resource data (such as textures). During the process of porting to Direct3D 11 from OpenGL ES 2.0, you must change the syntax and API behavior for passing data between the app and the shader programs.

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