Experimental Features

OpenGL ES 2 Support

This section lists all features that do not work in devices running on OpenGL ES 2 renderer as well as features that have limited support. It must be noted that most of the default material features, such as lighting, bumpmapping, normal mapping and specular mapping among other things, will work in the ES 2 renderer but due to limited HW capabilities many of them might not work simultaniously.

Unsupported Features

These features are not supported either due to hardware requirements or missing implementation for ES 2 renderer.

  • Advanced blending modes (overlay, color burn, color dodge)
  • Ambient occlusion
  • Dynamic shadows
  • HDR textures and lightmaps (converted to LDR during loading)
  • Light probes

Custom Material and Effect Support

Custom materials and effects have very limited support with ES 2 renderer. Most of the materials coming with studio do not work with ES 2 renderer. Additionally, effects and materials can be written by the user, so they might use some shader feature not available in OpenGL ES 2 Shader Language. One should write separate ES 2 specific effects and materials. Parts of the studio shader library also have requirements beyond ES 2.

The support for effects is much better. Only the following effects do not work with ES 2 renderer.

  • Depth of Field Bokeh
  • FXAA
  • Screen space AO
  • SMAA1X

Required OpenGL Extensions

These extensions are required for most of the features to work properly.

  • EXT_shader_texture_lod
  • OES_standard_derivatives
  • OES_vertex_array_object

Available under certain Qt licenses.
Find out more.