KHR_debug /Debug Output (OpenGL ES 3.2), glGetError() and graphics API debugging tools are useful for identifying API misuse. Like any performance-focused API, there are situations in OpenGL ES where undefined behavior can occur if the API user doesn't adhere to the specification. When developing high-performance applications, it's essential to understand the capabilities and performance characteristics of the APIs and hardware you are targeting. You can also learn more about GPU architectures here and here.īefore reading this document, we recommend familiarizing yourself with our Game Asset Optimization Recommendations. If you are new to OpenGL ES, you can get started with our recommended SDKs that introduce the API concepts though code examples.
It also assumes the reader is familiar with the fundamentals of Tile Based Rendering (TBR) GPU architectures commonly found in mobile devices. This OpenGL ES usage guide assumes the reader is already familiar with the API, but wants to know how to use it effectively across a wide range of Galaxy devices. OpenGL ES Usage Recommendations Introduction