You can create a release to package software, along with release notes and links to binary files, for other people to use. Learn more about releases in our docs.
You can create a release to package software, along with release notes and links to binary files, for other people to use. Learn more about releases in our docs.
Starting with the new specification, OpenGL ES 3.2 aims to bring another step forward in mobile graphics capabilities and quality by absorbing Google’s Android Extension Pack (AEP) functionality into ...
Tessellation is a hardware feature that allows a graphics processing unit (GPU) to dynamically subdivide primitives. This feature also allows you to control new vertex placements. One common use of ...
Ryan is a tech/science writer, skeptic, lover of all things electronic, and Android fan. In his spare time he reads golden-age sci-fi and sleeps, but rarely at the same time. His wife tolerates him as ...
At the moment, there is no easy way to test Vulkan versus OpenGL ES 3.1 on Android. My go to 3D engine Unreal Engine does not support the Android-24 API, so while Vulkan is technically supported, I ...
This morning, the Khronos group announced some big advances in the OpenGL ecosystem. Including the fact that Android L integrates OpenGL ES 3.1 with AES. This is a big deal as these are all 3D ...
Eric is a freelance writer and an OG 'round these parts. Since leaving Android Police, his work has been in Lifehacker, The New York Times, OneZero, PCMag, and a bunch of other places. Catch him on ...
Instanced rendering allows for the reuse of geometry information, to render multiple instances of the same mesh with a single API call. Developers can use uniforms to apply unique attributes to ...
Abstract: Building a full system simulator for a CPU-GPU heterogeneous architecture recently draws keen attention of mobile device developers who want to run full software stacks without modification.