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ImageTarget sample not showing models using OpenGL ES 1.1

November 29, 2012 - 3:47pm #1

I tried to switch the ImageTarget sample to OpenGL ES 1.1 by changing the USE_OPENGL_ES_1_1  flag to true , but after I tested it , the model didn't showed up even after I pointed the camera to tracker image. why is that? 

oh and I changed #ifdef USE_OPENGL_ES_2_0 with #ifndef USE_OPENGL_ES_1_1 because I don't see any USE_OPENGL_ES_2_0 flag in the mk file.

 

what is the difference between using 1.1 and 2.0 anyway?

ImageTarget sample not showing models using OpenGL ES 1.1

November 30, 2012 - 3:05am #2

Hi, two quick checks:

- have you rebuilt with ndk-build after modifying the mk file ?

- have you "refreshed" your Java project in Eclipse after building with ndk-build ? (if you don;t refresh it will not pick up your changes in native/mk)

Sometime you may also need to "clean" the project in Eclipse, and rebuild again.

 

If that's all in order you should not experience any problem with OpenGL ES 1.1 (the change that you did in MK file is correct; and the #ifdef vs #ifndef replacement is also fine, so that is not the problem, unless you also made other modifications in the code or MK file, that I'm not aware of).

 

About why using 1.1 or 2.0:

you can check this link:

http://developer.android.com/guide/topics/graphics/opengl.html

There it is stated:

OpenGL ES 2.0 is supported by most Android devices and is recommended for new applications being developed with OpenGL

My advise is that in general you should use OpenGL ES 2.0 for the following reasons:

- it is supported practically everywhere (unless you use really old devices)

- it is the most recent standard for OpenGL ES

- it reflects the latest trends in Computer Graphics programming, in particular the Shader-based architecture, the use of "vertex attributes" and other features that are also considered the new trend in OpenGL 3.x / 4.x in Desktop applications.

OpenGl ES 1.1 instead does not support shaders and many other modern features commonly used in CG.

I would recommend using OpenGL ES 2.0 unless your concern is to support really low-end / old devices.


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