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对比 KlayGE 和 MagiCube 对 OpenGLES 支持(草稿)

2012-02-02 17:06 162 查看
android:native_app_glue,EGL

openGL ES ,EGL 初始化:http://blog.sina.com.cn/s/blog_53761ba70100nklx.html

http://developer.android.com/reference/android/app/NativeActivity.html

magicube : CPVRShellVideoContext

CPVRShellVideoContext(irr::u32 width,irr::u32 height,
bool stencilBufferEnable	= false,ECOLOR_FORMAT colorFormat = ECF_A8R8G8B8,
EGLDisplay	display=0,EGLSurface surface=0,EGLContext drawContext=0);


 

klayge:App3DFramework::Create()

void App3DFramework::Create()
{
ContextCfg const & cfg = Context::Instance().Config();
Context::Instance().RenderFactoryInstance().RenderEngineInstance().CreateRenderWindow(name_,
cfg.graphics_cfg);

if (cfg.deferred_rendering)
{
Context::Instance().DeferredRenderingLayerInstance(MakeSharedPtr<DeferredRenderingLayer>());
}

this->InitObjects();
this->OnResize(cfg.graphics_cfg.width, cfg.graphics_cfg.height);
}


  

 

deferred shading

Multiple Render Targets (MRTs),G-buffer

Class:RenderFactory,Renderable,Renderlayout,RenderView
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