Tutorial for Graphic Device Interface
Cameras and Render Targets
Description Content specified in a Candera scene graph is rendered by configuring at least one c...
EGL Context Handling
Description EGL is an interface between rendering APIs like OpenGL ES and the underlying native ...
Multiple Render Targets
Description This section explains how to handle Multiple Render Targets by means of a small ping...
Texture Render Targets
Description This section explains how to handle Texture Render Targets in 2D and 3D. Example So...
Camera Groups
Description This section explains how to use Camera Groups to handle cameras uniformly across mu...
Proxy Texture Image
Description This section describes how to use the proxy texture images and how to create custom ...
Multisample Anti-Aliasing Offscreen Render Targets
Description This section describes how to set the multisample anti-aliasing (MSAA) property for ...
External Texture Image
How to use EGLKHRExternalTexture To use an DMA buffer as an external texture create an array to ...