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Questions tagged [opengl-es]

Subset of the OpenGL 3D graphics API designed for embedded devices such as mobile phones.

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I've been trying to write code that can run on multiple GL versions, since I mostly only use very basic features, and one of the versions I am targeting is GL ES 2. Since I know you're supposed to ...
Hypatia of Sva's user avatar
1 vote
0 answers
67 views

I'm trying to use the Fractal Perlin flow noise from Chaos Software (shared under the MIT licence) ...
gpu's user avatar
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0 votes
0 answers
59 views

I am developing a drawing app and I encountered a problem. As you can see the color blending feature in opengl es is not accurate. On the left side of the picture is blended through standard equation. ...
coel's user avatar
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2 votes
1 answer
297 views

I'm developping an OpenGLes 3.0 app with Java and I started writing the shader code. For some reason, it seems to mix up the attributes data locations and I don't understand why. Here's the code : ...
Gyoo's user avatar
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1 vote
1 answer
358 views

I'm programming an app with OpenGL ES on Android in Java. The app uses 9 textures during a render loop pass. A depth, position, normal, albedo, noise, SSAO, SSAO blur and two image textures for the ...
Patrick's user avatar
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0 votes
1 answer
421 views

I wrote a simple Wavefront parser in C++ that loads v, vn, vt and ...
Alexey Starinsky's user avatar
0 votes
1 answer
523 views

In openGL, I have a 3D terrain composed of a grid of 255x255 vertices. The vertex of the lower left corner is at coordinates (-127;-127) and the one of the upper right corner is at coordinates (127;...
Greelings's user avatar
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0 votes
1 answer
94 views

I was trying to batch quads with the same texture and blend mode into the single draw call using glDrawElementsInstanced. As long as I use just a position, texture ...
Anton Grant's user avatar
0 votes
1 answer
866 views

I'm making an OpenGL es app on android and I'm trying to improve the performance of it. I found this technique called tiled rendering (not the same thing as tiled deffered rendering*) wich divides the ...
Gyoo's user avatar
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0 votes
0 answers
219 views

I'm working with a OpenGL ES/GLSL homebrew engine my company developed, in C++. Below is a screenshot of it rendering shadow acne. The light's direction is too perpendicular to the face of the curve ...
KiraHoneybee's user avatar
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1 answer
234 views

I am wondering what does glMapBufferRange actually do? I am accessing my constant buffer like this way: ...
TIANLUN ZHU's user avatar
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0 answers
30 views

I am trying to build an obj file loader and I have written code to read an obj file with face f with v/vt/vn - vertex, texture coordinate, and normal. While going through the obj file, there are so ...
Pravin Poudel's user avatar
1 vote
0 answers
1k views

I have a game with massively parallelizable logic, which I intend to write calculate on the GPU (Java/LibGDX). I am planning to implement a logic for it through a fragment shader, instead of a compute ...
Dávid Tóth's user avatar
2 votes
1 answer
3k views

Should I just use the built-in sin() function or my custom sine function? I'm concerned about performance here. I don't care about accuracy much here because I use it to just get wave effects in my ...
devendran's user avatar
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0 answers
94 views

I need to develop a OpenGL-ES based application to render a model using Physically based Rendering (PBR). Do I need to use Cuda API to render the computation intense PBR rendering? Is there any ...
Arun AC's user avatar
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0 votes
1 answer
315 views

I have this project, that has a default shader, that just draws models and textures. Recently I decided to add a second shader that does a fancy effect, and is used only on some of the objects drawn. ...
Tom Tsagkatos's user avatar
1 vote
1 answer
217 views

I want to save the result screen of the rendering and then apply another shader on that result, the typical way is to read the screen using glReadPixels and then buffer that image to gpu and then ...
Bahi Ali's user avatar
0 votes
0 answers
53 views

Projection matrix? Renderer? Where is the error? I recently started studying NDK to create better performing android games ... but ... An error I didn't expect to deal with appeared a few weeks ago ...
Yuu's user avatar
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1 vote
0 answers
147 views

I render to texture and attach my own depth buffer that has texture target. However, after I finish rendering I would like to set original depth buffer back. To start rendering to texture I do: ...
Martin Perry's user avatar
  • 1,126
1 vote
1 answer
329 views

I have a OpenGL2/OpenGLES2 application and it among others renders a sphere using the following pseudocode: Update vertices data on CPU call glBufferSubData(GL_ARRAY_BUFFER, ...) to update them on GPU ...
blackcat's user avatar
1 vote
0 answers
318 views

What's a technique for snapping the mouse pointer to vertices in WebGL or OpenGL? All I need is the vertex position, no other info. Ideally, I'd like to do this without needing to keep positions and ...
xeolabs's user avatar
  • 147
0 votes
1 answer
788 views

I'm trying to implement variance shadow mapping in my engine. I'm using WebGL 2 and now I have only one directional light source. It's working, but it has a serious issue near the shadow edges and I ...
racz16's user avatar
  • 171
0 votes
2 answers
325 views

I'm trying to load a 3D model in OpenGL ES, and I managed to find a project on "sourceForge" that can do this job. When I downloaded it and played the app, it took 50 second to load a small object (...
Osama's user avatar
  • 11
5 votes
2 answers
3k views

I am trying to improve openframeworks so that the GL context is preserved when pausing and resuming my game. So that I don't have to reload all textures after each pause. I don't expect you to know ...
Ivorne's user avatar
  • 201
0 votes
1 answer
150 views

I was developing a C++ implementation of OpenGL for Android and I noticed those weird artifacts that formed between 2 intersecting objects (or triangles) : [Here are the artifacts on Android] The ...
Ross Myhovych's user avatar
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0 answers
150 views

I built a model in blender, and am currently trying to import it into my android app using assimp together with opengl, i dont have any issues with the importing but my goal is to make the object look ...
Distjoy's user avatar
  • 101
0 votes
1 answer
290 views

I've looked everywhere and I can't seem to find the answer. How can I use glTexStorage2D with PVRCT textures? I've done this: ...
Marvg's user avatar
  • 1
0 votes
2 answers
921 views

I'm working Opengles2 and I have a just a texture ID and a quad from an SDK and its shader, and I can not access their code, just the vertex and pixel shader. The quad from the SDK is rotated and ...
andre ahmed's user avatar
1 vote
2 answers
531 views

I am making a game using OpenGL ES 1.0 and I want to keep player score. So I need to draw text dinamically. What is the best approach? Some library, textures, bitmaps? I tried to use TextView but ...
Jon Doe's user avatar
  • 11
3 votes
2 answers
2k views

In Play class I have the viewport of game height=320 and game width=240unitswith camera cam. I have set the camera(cam) viewport width to 10 and viewport height to 7.I have another camera hud whose ...
satya's user avatar
  • 35
2 votes
1 answer
1k views

I create the buffers to to put on them the vertex data and uv data: ...
Dr. Mundo's user avatar
2 votes
1 answer
70 views

I have one texture atlas of which I select the "non-animated textures", I put all vertex and UV coordinates in two array: ...
Dr. Mundo's user avatar
0 votes
1 answer
890 views

I generate an array for two textures: ...
Dr. Mundo's user avatar
0 votes
1 answer
237 views

I cannot seem to understand how texture coordinates work. I try to render a texture into two triangles and this is what I get Where the expected output is a normal continuous image as you can imagine. ...
Yaroslav Mytkalyk's user avatar
3 votes
1 answer
667 views

I am migrating an app that draws on OpenGL ES 1.0 to OpenGL ES 2.0. The app used to draw multiple 2D triangles, as a vertex array, where the vertices matched the pixels on screen. I made a sample ...
Yaroslav Mytkalyk's user avatar
0 votes
1 answer
230 views

I'm trying to load a texture loaded with libPNG on a XY coordinates. I know the width and the height of the texture (32x32). The texture is already loaded successfully and I have his Id. Here is my ...
X6Entrepreneur's user avatar
0 votes
0 answers
94 views

Unity beginner here. I've encountered this weird rendering artifacts in my Cardboard VR app on Android OpenGL ES 2: https://youtu.be/uJm4d3MwbRo It doesn't occur in WebGL build: http://senovsky.wz.cz/...
Nikola Šenovský's user avatar
3 votes
3 answers
2k views

In January Notch tweeted about WebGL 2: WebGL 2 is happening. Bye, compatibility! Hello, 3d textures and pixel buffers! oh god it's got free vertex indices in the shader. That is basically a geometry ...
JoJnr's user avatar
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1 vote
1 answer
206 views

Hi guys I am really new in OpenGL-ES and I am developing a simple android application with NDK, and I just want to ask why the image is not fit after I set the width and height of it. this is my <...
dotGitignore's user avatar
1 vote
0 answers
121 views

I have an FBO with only 16-bit depth attachment: glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, w, h, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, nullptr); I ...
ovk's user avatar
  • 131
1 vote
2 answers
2k views

I am trying to find the best way to correctly do normal mapping in a 2D batched sprite renderer. For each sprite sheet (aka texture atlas) I render all sprites as a textured quads with a single <...
ovk's user avatar
  • 131
5 votes
1 answer
290 views

I've made an Android game that uses no/custom game engine. It renders using OpenGL ES 2.0 and optionally uses some extensions for optimization or extra effects. Over the time I have dealt with various ...
michalsrb's user avatar
  • 166
0 votes
1 answer
447 views

I have geometry that have attached some "ID" data. I have generated stencil buffer, that holds these IDs. Now, in second pass, I render different geometry, but this time I need to mask it with ...
Martin Perry's user avatar
  • 1,126
1 vote
1 answer
166 views

I want to port my Gear VR app (created in Java using the official framework) to Unity, so I can also support Microsoft's new-ish VR headsets (not talking about the Hololens!). In my current app I'm ...
Neph's user avatar
  • 267
1 vote
3 answers
575 views

I am a very beginner in game development. All I want to achieve in the beginning is a free scrollable background like in a strategy game with my custom graphics. In my case it is supposed to be a 2d ...
Kewitschka's user avatar
0 votes
1 answer
528 views

I have to draw a lot of cubes in my OpenGL programme for android. All the cubes have the same size but different colors. I know that calling glDrawArrays is expensive operation so I should call it ...
Jon Doe's user avatar
  • 17
4 votes
1 answer
103 views

I am using GLKViewController for iOS app. On some devices, there are problems (possibly with OpenGL), that I am unable to solve, because I dont see this problem on ...
Martin Perry's user avatar
  • 1,126
0 votes
3 answers
3k views

I am trying to add simple shadow mapping to my friends gles 2.0 app. It is based on gles 2.0 and PowerVR SDK. The problem I encounter is that FBO is not valid due to ...
Kacper Kleczewski's user avatar
1 vote
0 answers
116 views

I have app for Android with OpenGL. It uses GPU-heavy effects and on "slow" GPUs this leads to low FPS. Is there a way, how to detect "slow" GPU during app start and disable those effects and generate ...
Martin Perry's user avatar
  • 1,126
1 vote
1 answer
382 views

i've used opengl core profile for a while now and i was wondering if it was possible to create a "decent" application (like a game/game engine) with good graphics. I have a machine which can run only ...
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