Arcore-android-sdk: Why Google ARCore rendering uses Open GL 2.0

Created on 12 Jan 2018  路  3Comments  路  Source: google-ar/arcore-android-sdk

Normally , Open Gl is used for render the 3D object in SurfaceView. The OpenGL release 3.1 for API level 21 and above and ARCORE the starting level API is 24 and above then why AR CORE uses Open GL Es 2.0

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While API 24 introduces the OpenGL ES 3.2 APIs, that does not mean every device running 24 fully supports those APIs. Because the sample application is quite simple, the OpenGL ES 2.0 APIs are sufficient for implementation.

ARCore is compatible with OpenGL ES 2.0 - 3.x. It is not compatible with Vulkan, as currently there is no broadly-supported way to getting access to the camera image as a texture in Vulkan.

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So first at all there is a difference between OpenGL and OpenGL ES Versioning. I recommend https://en.wikipedia.org/wiki/OpenGL_ES#OpenGL_ES_2.0. In Short OpenGL ES 2.0 is another specification and uses a subset of OpenGL 3.3. Of course there is a newer version OpenGL ES 3.0, which adds additional, but specific functionality. Anyway this version is backward compatible with OpenGL ES 2.0.

So for basic rendering it should be sufficient to use the rendering pipeling of OpenGL ES 2.0, but i think it should be no problem to code the rendering yourself. Hope i could help you somehow.

I'm asking about only Open GLES 3.2 is there but Google AR uses GLES20. In Future they uses android version of OpeGLES or not. Because OpenGLES 3.0 multiple texture rendering texturing compression. That's way I'm asking.

While API 24 introduces the OpenGL ES 3.2 APIs, that does not mean every device running 24 fully supports those APIs. Because the sample application is quite simple, the OpenGL ES 2.0 APIs are sufficient for implementation.

ARCore is compatible with OpenGL ES 2.0 - 3.x. It is not compatible with Vulkan, as currently there is no broadly-supported way to getting access to the camera image as a texture in Vulkan.

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