

From this solution, you can build and run all of the sample code for the book. You can now navigate to the folder you chose to build the binaries in CMake and open ES3_Book.sln in Microsoft Visual Studio. After setting the EGL and OpenGL ES 3.0 libraries, click Configure again in the cmake-gui and then click Generate. If you are using a different emulator, locate the EGL and OpenGL ES 3.0 libraries for that library and set them to the CMake variables.

Open the cmake-gui and point the GUI to the location where you have downloaded the source code, as shown in Figure 16-1. After downloading and installing your choice of OpenGL ES 3.0 emulator, you can use CMake to generate the Microsoft Visual Studio solution and projects. For this section, we chose to use the Qualcomm Adreno SDK v3.4. If you want to use the PVRShaman workspaces from Chapters 10 and 14, the PowerVR Insider SDK is required.

We leave it up to you to choose which option best fits with your development needs. PowerVR Insider SDK v3.2+, available from Īny of these emulators is a suitable choice for using the sample code for this book.ARM Mali OpenGL ES 3.0 Emulator, available from.Qualcomm Adreno SDK v3.4+, available from.Three choices of emulators are currently available:
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OpenGL ES PlatformsĪs of this writing, OpenGL ES 3.0 is available in Android 4.3+, iOS 7 (on the iPhone 5s), Windows, and Linux. OpenGL ES 3.0: Programming Guide, Second Edition (2014) Chapter 16.
