expo-gl provides a View that acts as an OpenGL ES render target, useful for rendering 2D and 3D graphics. On mounting, an OpenGL ES context is created. Its drawing buffer is presented as the contents of the View every frame.| Android Device | Android Emulator | iOS Device | iOS Simulator | Web |
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expo install expo-glIf you're installing this in a bare React Native app, you should also follow these additional installation instructions.
import { GLView } from 'expo-gl';
View props for layout and touch handling, the following props are available:gl that has a WebGLRenderingContext interface.GLView can enable iOS's built-in multisampling. This prop specifies the number of samples to use. By default this is 4. Setting this to 0 turns off multisampling. On Android this is ignored.true if given context existed and has been destroyed successfully.{ x: number, y: number, width: number, height: number }) -- Rect to crop the snapshot. It's passed directly to glReadPixels.false.'jpeg', 'png' or 'webp' (Android only for the latter). Specifies what type of compression should be used and what is the result file extension. PNG compression is lossless but slower, JPEG is faster but the image has visible artifacts. Defaults to 'jpeg'.1.0.Note: When using WebP format, the iOS version will print a warning, and generate a'png'file instead. It is recommendable to use platform dependant code in this case. You can refer to the documentation on platform specifi code.
{ uri, localUri, width, height } where uri is a URI to the snapshot. localUri is a synonym for uri that makes this object compatible with texImage2D. width, height specify the dimensions of the snapshot.GLView underneath. The following libraries integrate popular graphics APIs:document). Usually this is for resource loading or event handling, with the main rendering logic still only using pure WebGL. So these libraries can usually still be used with a couple workarounds. The Expo-specific integrations above include workarounds for some popular libraries.gl object received through the onContextCreate prop becomes the interface to the OpenGL ES context, providing a WebGL API. It resembles a WebGL2RenderingContext in the WebGL 2 spec. However, some older Android devices may not support WebGL2 features. To check whether the device supports WebGL2 it's recommended to use gl instanceof WebGL2RenderingContext.
An additional method gl.endFrameEXP() is present which notifies the context that the current frame is ready to be presented. This is similar to a 'swap buffers' API call in other OpenGL platforms.getFramebufferAttachmentParameter()getRenderbufferParameter()compressedTexImage2D()compressedTexSubImage2D()getTexParameter()getUniform()getVertexAttrib()getVertexAttribOffset()getBufferSubData()getInternalformatParameter()renderbufferStorageMultisample()compressedTexImage3D()compressedTexSubImage3D()fenceSync()isSync()deleteSync()clientWaitSync()waitSync()getSyncParameter()getActiveUniformBlockParameter()pixels argument of texImage2D() must be null, an ArrayBuffer with pixel data, or an object of the form { localUri } where localUri is the file:// URI of an image in the device's file system. Thus an Asset object could be used once .downloadAsync() has been called on it (and completed) to fetch the resource.