@ -50,6 +50,7 @@ Various links gathered around the web:
- [Writing Portable OpenGL ES 2.0](https://www.khronos.org/assets/uploads/developers/library/2011-siggraph-mobile/Writing-Portable-OpenGL-ES-2.0_Aug-11.pdf) [PDF]
- [Optimize OpenGL ES 2.0 Performance for Tegra](http://docs.nvidia.com/tegra/index.html#GLES2_Perf_Main.html)
- [Qualcomm Adreno Best Practices](https://developer.qualcomm.com/sites/default/files/docs/adreno-gpu/snapdragon-game-toolkit/gdg/gpu/best_practices.html)
@subsection platforms-gl-es-differences Differences to desktop GL
- [Vulkan Best Practice for Mobile Developers](https://github.com/ARM-software/vulkan_best_practice_for_mobile_developers)
Qualcomm best practices:
- [Qualcomm Adreno Best Practices](https://developer.qualcomm.com/sites/default/files/docs/adreno-gpu/snapdragon-game-toolkit/gdg/gpu/best_practices.html)
Various useful links:
- [Yet another blog explaining Vulkan synchronization](http://themaister.net/blog/2019/08/14/yet-another-blog-explaining-vulkan-synchronization/)