Since "Top" can refer to the highest supported version, the top-layer rendering architecture, or the most advanced features, this guide focuses on OpenGL ES 3.1 as the pivotal modern graphics standard for Android, with a specific focus on its standout feature: Compute Shaders.
if (configurationInfo.reqGlEsVersion >= 0x00030001) // Safe to use OpenGL ES 3.1 else // Fallback to 3.0 or 2.0In previous versions, you linked a Vertex Shader and a Fragment Shader into a single "Program." You had to link the whole program even if you only changed the fragment logic.
Compatibility: Available on devices running Android 5.0 (API level 21) and higher.
@Override public void onSurfaceChanged(GL10 gl, int width, int height) GLES30.glViewport(0, 0, width, height);Initialize the Context:When setting up your GLSurfaceView, explicitly request the version 3 client context: glView.setEGLContextClientVersion(3); Use code with caution. Copied to clipboard
Here is an example code snippet that demonstrates how to create an OpenGL ES 3.1 context and render a triangle on Android:
To create an OpenGL ES 3.1 application on Android, follow these steps: