Opengl Es 31 Android Top [cracked]

Bind vertex and fragment shaders independently. Reduces shader recompilation and state changes.

| Pitfall | Fix | |---------|-----| | Compute shader workgroup size too large | Use local_size_x = 64 (safe for all ES 3.1 GPUs) | | Ignoring GL_EXT_robustness | Handle device-driver crashes gracefully | | Not checking extension strings | Always query glGetString(GL_EXTENSIONS) – ES 3.1 core ≠ all features | opengl es 31 android top

Render to MSAA textures and resolve in a shader – key for deferred rendering on mobile. Bind vertex and fragment shaders independently