Opengl Es 3.1 Android -
Use OpenGL ES 3.1 if you need broad compatibility (mid-range Android phones) and faster prototyping. Use Vulkan if you are targeting flagship devices and need absolute maximum FPS with multi-threaded command recording.
Senior Android Graphics Engineer
Indirect drawing allows you to store draw parameters (count, instanceCount, firstIndex, etc.) in a buffer on the GPU. A single glDrawElementsIndirect can draw your entire scene, provided you have culling data. opengl es 3.1 android
On the CPU side, you update the SSBO once per frame using glMapBufferRange with GL_MAP_UNSYNCHRONIZED_BIT to avoid stalling. Use OpenGL ES 3
OpenGL ES 3.1 is a for Android developers who need wide compatibility with compute shaders. It works, it’s well-supported across existing devices, and you can ship a game with it today. But it feels like using a reliable old truck when everyone else is driving an electric sports car (Vulkan). If you are starting a new project, learn Vulkan. If you are maintaining an existing OpenGL engine, ES 3.1 is a worthwhile upgrade from ES 3.0, but don’t expect any new features from Google – the future is Vulkan-only. A single glDrawElementsIndirect can draw your entire scene,
4/5 Stars