Adreno SDK for OpenGL ES

The Adreno SDK for OpenGL ES contains several working samples, tutorials and demos covering OpenGL ES features, ranging from OpenGL ES 2.0, 3.0 + AEP, and 3.1. The following lists describe the samples included in this SDK which are all built on top of a common OpenGL ES Framework that can be leveraged to create new samples and prototypes.

OpenGL ES 2.0


  • 01_CreateWindow: Create an empty rendering window with EGL.

  • 02_ConfigureFrameBuffer: Configure the framebuffer for 16 and 32-bit displays. Detects the current resolution and configures the framebuffer accordingly.

  • 03_DrawTriangle: Render a triangle with a simple vertex and fragment shader.

  • 04_PortraitAndLandscape: Render geometry in landscape and portrait mode. Press the * key to change orientation.

  • 05_NonInterleavedVBO: Use vertex buffer objects where each vertex attribute is stored in a separate buffer.

  • 06_InterleavedVBO: Use interleaved vertex buffer objects.

  • 07_Transforms: Transform a 3D object with model, view, and projection matrix transforms. This program shows how to pass transforms into a shader program and to use them in a vertex shader.

  • 08_SimpleTexture: Simple texture mapping.

  • 09_CompressedTexture: Texture mapping with ATC compressed texture format.

  • 10_TextureProperties: Use various texture properties.

  • 11_MultiTexture: Multi-texturing. This program shows how to apply two textures to an object.

  • 12_CubemapTexture: Use cubemap textures.

  • 13_CompressedVertices: Compress vertex data with 16-bit floats and the GL_INT_10_10_10_2 extension.

  • 14_StencilBuffer: Use the stencil buffer to limit render regions.

  • 15_RenderToTexture: Render to an offscreen texture using a frame buffer object. The scene is rendered to the color buffer and to an offscreen texture. The texture is then displayed in the upper right corner.


  • Bloom

  • DepthOfField

  • ImageEffects

  • Lighting

  • MotionBlur

  • NormalMapping

  • NPR

  • ParallaxMapping

  • PointSprites

  • ProceduralTexture

  • ProjectiveShadows

  • Reflections

  • ShadowMap

  • ShadowVolume

  • ShallowWater

  • SkinnedMesh

  • SkinnedMesh2

OpenGL ES 3.0


  • 16_RenderToTexture30: Use frame buffer objects (FBOs) to render to a texture using OpenGL ES 3.0.

  • 17_FBOTextureFormats30: Show different texture formats when rendering to a simple texture using an FBO.

  • 18_InterleavedVBO-DrawArraysInstanced30: Render a simple quad using a vertex buffer object (VBO). This version uses glDrawArraysInstanced.

  • 19_InterleavedVBO-DrawRangeElements30: Render a simple quad using a VBO. This version uses glDrawRangeElements.

  • 20_Texture2DArray30: Render a simple quad using a VBO. This version uses glDrawArraysInstanced.

  • 21_PixelBufferObject30: Use pixel buffer objects.

  • 22_TransformFeedback30: Use transform feedback to return the number of rendered primitives.

  • 23_BlitFramebuffer30: Blit from one framebuffer to another.

  • 24_MultisampleFramebuffer30: Use multiple framebuffers.

  • 25_FramebufferTextureLayer: Specify a single texture layer as the GL_COLOR_ATTACHMENT0 for a framebuffer object.


  • CascadedShadowMaps

  • CompressedGeometry

  • DepthOfField

  • HDRTexture

  • NonPhotorealisticRendering

  • PointSprites

  • PhysicallyBasedLighting

  • ShadowMap

  • SkyDome

  • TextureSynthesis

  • ToneMapping

The Adreno GPU SDK for OpenGL ES also contains several other demos and tools. You can download the Adreno SDK for Vulkan from the Qualcomm Developer Network at