GLES31.glDispatchCompute(numParticles / 256, 1, 1); GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT);
GLES30.glUseProgram(program); GLES30.glDrawArrays(GLES30.GL_TRIANGLES, 0, 3);
Calculate complex physics like cloth animation, fluid dynamics, or thousands of individual particle collisions directly on the GPU. opengl es 31 android top
OpenGL ES 3.1 didn't just add big features; it refined the fundamentals:
This sets up a "virtual" GPU context for your compute work, completely separate from the screen. GLES31
Despite Android 5.0
OpenGL ES 3.1 guarantees support for high-quality texture compression formats. Adaptive Scalable Texture Compression (ASTC) is highly optimized for Android GPUs. Share public link A critical performance tip from
Advanced physics engines, real-time fluid simulations, massive particle systems (like smoke, rain, or magical sparks), and complex artificial intelligence calculations.
What specific (e.g., fluid dynamics, massive particles, custom lighting) are you looking to build? Share public link
A critical performance tip from Android's documentation is to use the EGL_KHR_image_base extension. This allows you to share image data between Android's hardware buffers and GLES without expensive memory copies, improving efficiency when interacting with components like the camera or media codecs.