MSDN Documentation

OpenGL ES Mobile Installation Guide

This guide provides instructions for setting up your development environment to start building OpenGL ES applications for mobile devices. OpenGL ES is a subset of the OpenGL API specifically designed for embedded systems, including smartphones and tablets.

Note: OpenGL ES versions and their compatibility can vary significantly between hardware vendors and operating system versions. Always refer to the specific SDK documentation for your target platform for the most accurate information.

Prerequisites

Android Development

For Android development, you'll typically use the Android SDK and NDK. OpenGL ES is integrated into the Android platform, and you can access it through the appropriate Java or C/C++ APIs.

Tools Required:

Steps:

  1. Install Android Studio: Download and install the latest version of Android Studio from the official Android Developers website.
    Download Android Studio
  2. Configure SDK and NDK:

    Open Android Studio, go to File > Settings > Appearance & Behavior > System Settings > Android SDK. Ensure you have the necessary SDK Platforms installed. Then, navigate to Appearance & Behavior > System Settings > Android SDK > SDK Tools and check the box for "NDK (Side by side)" and any other relevant build tools.

    Alternatively, you can download the NDK separately from the Android Developers site and configure its path in Android Studio.

  3. Project Setup:

    When creating a new Android project, you can specify C/C++ support. Android Studio will automatically set up the necessary CMake or ndk-build configurations.

    For existing projects, you can add a CMakeLists.txt or Android.mk file to manage your native code. You'll typically link against the OpenGL ES libraries:

    # Example CMakeLists.txt snippet
    target_link_libraries( # Specifies the target library.
                           your_native_lib # Your native library name
                           # Links the against OpenGL ES
                           GLESv2 )
    

iOS Development

On iOS, OpenGL ES is readily available and is the primary graphics API for many years before Metal was introduced. You'll use Xcode for development.

Tools Required:

Steps:

  1. Install Xcode: Download and install the latest version of Xcode from the Mac App Store.
    Download Xcode
  2. Create a New Project:

    In Xcode, create a new project (File > New > Project). Choose a template like "Game" or "App" and ensure you select the correct target platform (iOS).

  3. Using OpenGL ES:

    OpenGL ES is automatically available. You can typically import the necessary headers:

    #import <OpenGLES/ES2/gl.h>
    #import <OpenGLES/ES2/glext.h>
    // For OpenGL ES 3.0
    // #import <OpenGLES/ES3/gl.h>
    // #import <OpenGLES/ES3/glext.h>
    

    You'll typically create an EAGLView or a similar custom view to manage your OpenGL ES context and rendering loop.

Other Platforms (Linux/Embedded)

For other Linux-based systems or custom embedded hardware, installation can vary. You might need to compile OpenGL ES libraries from source or use specific vendor-provided toolchains.

Tip: Consider using a cross-platform graphics engine like Godot, Unity, or Unreal Engine. These engines abstract away much of the platform-specific setup for OpenGL ES and provide a more streamlined development experience.

Verification

After installation, it's a good practice to run a simple sample application or a built-in demo provided by the SDK to verify that your OpenGL ES environment is set up correctly. This typically involves creating a basic window, initializing an OpenGL ES context, and rendering a simple triangle or color.