android:native_app_glue,EGL
openGL ES ,EGL 初始化:http://blog.sina.com.cn/s/blog_53761ba70100nklx.html
http://developer.android.com/reference/android/app/NativeActivity.html
magicube : CPVRShellVideoContext
CPVRShellVideoContext(irr::u32 width,irr::u32 height,
bool stencilBufferEnable = false,ECOLOR_FORMAT colorFormat = ECF_A8R8G8B8,
EGLDisplay display=0,EGLSurface surface=0,EGLContext drawContext=0);
klayge:App3DFramework::Create()
void App3DFramework::Create()
{
ContextCfg const & cfg = Context::Instance().Config();
Context::Instance().RenderFactoryInstance().RenderEngineInstance().CreateRenderWindow(name_,
cfg.graphics_cfg);
if (cfg.deferred_rendering)
{
Context::Instance().DeferredRenderingLayerInstance(MakeSharedPtr<DeferredRenderingLayer>());
}
this->InitObjects();
this->OnResize(cfg.graphics_cfg.width, cfg.graphics_cfg.height);
}
deferred shading
Multiple Render Targets (MRTs),G-buffer
Class:RenderFactory,Renderable,Renderlayout,RenderView