我试图安装使用OpenTK-1.0绘制在OpenGL ES 2.0使用可编程管线的方法一些基本的3D对象的跨平台应用。我有应用程序的iOS的一面完美的工作,但Android的应用程序面临不断创下调用未实现的OpenGL ES API
错误。
I'm attempting to setup a cross platform application that uses OpenTK-1.0 to draw some basic 3D objects using the programmable pipeline approach in OpenGL ES 2.0. I have the iOS side of the application working perfectly but the Android facing application keeps hitting calling unimplemented OpenGL ES API
errors.
我相信这是正确的发生,因为应用程序的Android的一侧是不是被设置为目标的OpenGL ES 2.0。我已经更新了的AndroidManifest.xml
与适当的<使用特征>
标记,但我不能设置 GLContextVersion = GLContextVersion.Gles2_0;
在重写的 CreateFrameBuffer()
函数 AndroidGameView
。
I believe this is happening because the Android side of the application is not being setup properly to target OpenGL ES 2.0. I've updated the AndroidManifest.xml
with the appropriate <uses-feature>
tag but I'm unable to set GLContextVersion = GLContextVersion.Gles2_0;
in the overridden CreateFrameBuffer()
function for AndroidGameView
.
由于某些原因, GLContextVersion
属性似乎并不在OpenTK 1.0版本存在,但也存在于0.9.9.3。我该如何去有关设置上下文中使用OpenTK-1.0的目标OpenGL ES 2.0的?
For some reason the GLContextVersion
property doesn't seem to exist in OpenTK version 1.0, but did exist in 0.9.9.3. How do I go about setting the context to target OpenGL ES 2.0 using OpenTK-1.0?
根据上述Dykam的评论中,GL上下文的版本现在设置使用来处理GL ES 2.0 ContextRenderingApi = GLVersion.ES2;
在 CreateFrameBuffer()
。
As per Dykam's comment above, the GL context version is now set to handle GL ES 2.0 by using ContextRenderingApi = GLVersion.ES2;
in CreateFrameBuffer()
.