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4
votes
2answers
114 views

Draws fine in full OpenGL; not drawing anything in Chrome NaCL

I'm appealing to people's psychic debugging skills: I have an OpenGL app that uses shaders and attributes in uploaded VBOs exclusively. It runs fine on the desktop (Linux with integrated Intel ...
7
votes
3answers
330 views

How can I bend an object in OpenGL?

Is there a way one could bend an object, like a cylinder or a plane using OpenGL? I'm an OpenGL beginner (I'm using OpenGL ES 2.0, if that matters, although I suspect, math matters most in this case, ...
2
votes
1answer
104 views

gluLookAt on OpenGLES2

gluLookAt is not available in OpenGLES 2. OpenGLES 2 is also using floats not doubles. Taking the description on the gluLookAt man-page, I have implemented it like this: void ...
1
vote
1answer
101 views

Optional samplers in shaders

I have a scene. Sometimes I draw untextured, coloured, semi-transparent triangles, sometimes I texture them, and I draw a lot of both in a fairly interleaved manner. In a fixed function pipeline the ...
0
votes
0answers
41 views

OpenGL ES 2.0 Android setDebugFlags does not work

Is there some bug with DebugFlags on Android 2.2? I call setDebugFlags(DEBUG_LOG_GL_CALLS); yet get nothing on LogCat, I set a filter for GLSurfaceView per the documentation. Using render when dirty. ...
0
votes
2answers
193 views

Recreating assets after onResume()

After onPause is called for the GLSurfaceView the rendering surface is destroyed, along with all the textures, shaders and the like. On onResume() should the surface not be recreated and GLRenderer ...
1
vote
1answer
150 views

How can I create an orthographic display that handles different screen dimensions?

I'm trying to create an iPad/iPhone game using GLES2.0 that contains a 3D scene with a heads-up-display/GUI overlaid on the top. However, this problem would also apply if I were to port my game to a ...
5
votes
2answers
202 views

Getting the number of fragments which passed the depth test

In "modern" environments, the "NV Occlusion Query" extension provides a method to get the number of fragments which passed the depth test. However, on the iPad / iPhone using OpenGL ES, the extension ...
3
votes
2answers
231 views

What is causing these visual artifacts on my OpenGL sprites?

What could be the cause of the defects in my characters sprite? I am using OpenGL ES 2.0. I draw my sprites in a sprite batch that uses UV coordinates from one large texture atlas. If you look around ...
1
vote
1answer
202 views

Open GL ES 2.0 Android Texture,Shader, etc… loading

I have gotten texture's to load along with shader's however it seems that I can only create shaders and textures in onSurfaceCreated in my implementation of the render interface. Is this truly the ...
1
vote
1answer
170 views

How can I write only to the stencil buffer in OpenGL ES 2.0?

I'd like to write to the stencil buffer without incurring the cost of my expensive shaders. As I understand it, I write to the stencil buffer as a 'side effect' of rendering something. In this first ...
1
vote
0answers
184 views

Rotation deforming mesh (Opengl ES 2.0)

I'm trying to render a rotating cube on Opengl ES 2.0, using some math classes I wrote (based on a lot of online and offline info) for quaternions, matrixes and the like. As far as I know all the math ...
1
vote
4answers
288 views

How can I support scrolling when using batched rendering for my tiles?

I have tiled map 100*75 and tiles are 32*32 pixel.I want to use batching for performance .I don't figure it out , because of my game needs scrolling and every frame i draw 22*16 tiles (my screen is ...
0
votes
0answers
229 views

Setting up perspective projection on Opengl ES 2.0 makes objects disappear

I'm working on a project using opengl-es 2.0, and I'm having some trouble setting up perspective projection. If I don't set up the perspective projection and simply multiply the object-to-world ...
1
vote
1answer
349 views

How should I move 2D objects in OpenGL ES 2?

I am a bit confused about what I need to move a basic square. Should I use a translation matrix or just change the object vertices? Which one is better? I use a simple vertex shader, gl_Position = ...

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