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Tuesday, 23 December 2008

OpenGL ES Extensions on the iPhone

Posted on 08:07 by Unknown
I was recently re-reading Brian Greenstone's excellent (if slightly dated) Pangea Software's Ultiamte Game Programming Guide for Mac OS X (which is now available as a free download), and was wondering if I could use one of the optimizations Brian talked about in his book: vertex array ranges.

Brian Greenstone, if you don't know, has been writing games for years, starting on the Apple //gs, if I remember correctly, then moving to the Mac, then later the iPhone. He knows probably better than any living person - at very least any living person outside of 1 Infinite Loop, Cupertino, CA - how to get the best 3D performance out of Apple hardware, so if he suggests something, it's a good idea to listen.

To discover whether Vertex Array Ranges were supported, I used the following code:
    NSString *extensionString = [NSString stringWithUTF8String:(char *)glGetString(GL_EXTENSIONS)];
NSArray *extensions = [extensionString componentsSeparatedByCharactersInSet:[NSCharacterSet whitespaceCharacterSet]];
for (NSString *oneExtension in extensions)
NSLog(oneExtension);
Which simply dumps a list of the OpenGL extensions supported by the device to the console. Here is the list I get when running on my first generation iPhone (Note: running against the simulator will give you a slightly different list):

GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod_bias
GL_IMG_read_format
GL_IMG_texture_compression_pvrtc
GL_IMG_texture_format_BGRA8888
GL_OES_blend_subtract
GL_OES_compressed_paletted_texture
GL_OES_depth24
GL_OES_draw_texture
GL_OES_framebuffer_object
GL_OES_mapbuffer
GL_OES_matrix_palette
GL_OES_point_size_array
GL_OES_point_sprite
GL_OES_read_format
GL_OES_rgb8_rgba8
GL_OES_texture_mirrored_repeat

Unless I'm reading it wrong, it looks like vertex array ranges are not supported on the iPhone.

Let's hope Brian decides to write an iPhone Ultimate Game Programming Guide.
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