Platform-specific guides » OpenGL and OpenGL ES platforms

Information common for all platforms that support OpenGL and OpenGL ES.

OpenGL best practices

Various links gathered around the web:

OpenGL ES

OpenGL ES best practices

Various links gathered around the web:

Differences to desktop GL

  • Rendering to RGB textures doesn't work on many platforms, either due to alignment issues or other factors. For example it is not possible to render to GL::TextureFormat::RGB8 on iOS (but it works elsewhere); rendering to GL::TextureFormat::RGB32F is not possible even on NVidia. Use RGBA formats instead.
  • While on desktop GL it's often permitted to upload a RGB image to a texture with RGBA internal format, on mobile devices usually nothing happens. Be sure to match the component count.
  • Rendering to 16- and 32-bit float textures is only possible with OpenGL ES 3.2 or with the EXT_color_buffer_half_float and EXT_color_buffer_float extensions. You can work around that issue by rendering to 32-bit unsigned integer textures and using the floatBitsToUInt() GLSL function instead.
  • Linear filtering on 32-bit float textures is only possible with OES_texture_float_linear (it's not even on ES 3.2 yet). You can work around that issue by using half-float texture formats or doing the interpolation manually in a shader.

ANGLE

ANGLE is a layer that translates OpenGL ES code to D3D, desktop GL or Vulkan, originally created for web browsers to provide better WebGL experience without relying on buggy OpenGL drivers on Windows.

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