AndroidManifest.xml 詳解 (五) 之uses-feature—— 譯自《Beginning Android Games》
阿新 • • 發佈:2019-01-23
Another useful thing for game developers is to specify which OpenGL ES version is
needed. Now, in this book we’ll be concerned with OpenGL ES 1.0 and 1.1. For these,
we usually don’t specify a <uses-feature> element, as they aren’t all that different from
each other. However, any device that implements OpenGL ES 2.0 can be assumed to be
a graphics powerhouse. If our game is visually complex and needs a lot of processing
power, we can require OpenGL ES 2.0 so that the game only shows up for devices that
are able to render our awesome visuals at an acceptable frame rate. Note that we don’t
use OpenGL ES 2.0, but just filter by hardware type so that our OpenGL ES 1.x code
gets enough processing power. Here’s how we can do this:
needed. Now, in this book we’ll be concerned with OpenGL ES 1.0 and 1.1. For these,
we usually don’t specify a <uses-feature> element, as they aren’t all that different from
each other. However, any device that implements OpenGL ES 2.0 can be assumed to be
a graphics powerhouse. If our game is visually complex and needs a lot of processing
power, we can require OpenGL ES 2.0 so that the game only shows up for devices that
are able to render our awesome visuals at an acceptable frame rate. Note that we don’t
use OpenGL ES 2.0, but just filter by hardware type so that our OpenGL ES 1.x code
gets enough processing power. Here’s how we can do this: