| Pitfall | Fix | |---------|-----| | Compute shader workgroup size too large | Use local_size_x = 64 (safe for all ES 3.1 GPUs) | | Ignoring GL_EXT_robustness | Handle device-driver crashes gracefully | | Not checking extension strings | Always query glGetString(GL_EXTENSIONS) – ES 3.1 core ≠ all features |
uniform float deltaTime;
1 Compute Shader, or should we look at for specific Android versions?
Use SSBOs for dynamic data (bone matrices for 100+ animated characters). Use UBOs for constants (projection matrix, frame uniforms).




