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  2. If you specify in the manifest that OpenGL ES 3.0 is required, you can be sure that that version will be present on the device. If you specify that a lower-level version is required but you want to use 3.0 features if they're available, you should check at run time to see what version of OpenGL the device supports.
    Learn more:
    If you specify in the manifest that OpenGL ES 3.0 is required, you can be sure that that version will be present on the device. If you specify that a lower-level version is required but you want to use 3.0 features if they're available, you should check at run time to see what version of OpenGL the device supports.
    developer.android.com/develop/ui/views/graphics/o…
    OpenGL ES 3.0 contexts can use shader programs written in either version 1.0 or version 3.0 of GLSL ES, but version 3.0 shaders (marked with a #version 300 es directive in shader source code) are required to access certain new features, such as uniform blocks, 32-bit integers and additional integer operations.
    developer.apple.com/library/archive/documentation…
    It works without setting OpenGL ES version in AVD Manager. Even when launching Emulator Device, it isn't necessary to set the version in the options under Settings -> Advanced -> OpenGL ES API Level. All you need to do is to force support for your graphics card: echo "GLESDynamicVersion = on" >> ~/.android/advancedFeatures.ini
    stackoverflow.com/questions/48698247/why-doesn…
     
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