Subset of the OpenGL 3D graphics API designed for embedded devices such as mobile phones.
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0answers
5 views
Explicit render calls using RENDERMODE_WHEN_DIRTY, performance gain for games?
In the process of creating a game for android, I stumbled into a bit of uncertainty.
When creating the drawing of the graphics for the game, would it be best practice to implement explicit calls to ...
-1
votes
0answers
10 views
Mess not draw in android
I am using the openGL Es libary to draw the mess and fill the texture. I am having problem that mess is not drawing. Please help me to do this.
MyRenderer.java
public class MyRenderer extends ...
1
vote
1answer
17 views
Optimizing OpenGL ES 2.0 Drawing for Android
Platform: Android
Version: 2.2 and above
Acceleration: OpenGL ES 2.0
Language: Java
IDE: ADT - Eclipse
I am trying to utilize OpenGL ES 2.0 to rapidly accelerate the drawing of 2D Sprites for a game ...
0
votes
0answers
12 views
OpenGL ES on iOS not Rendering Object
In my iOS app I have a view in which I render an OpenGL object based on a file that I parse the vector points and normals into GLFloats. When I open up my app with the two GLFloats populated in ...
0
votes
1answer
29 views
Is it possible to write a bunch of pixels in gl_FragColor?
Has anyone familiar with some sort of OpenGL magic to get rid of calculating bunch of pixels in fragment shader instead of only 1? Especially this issue is hot for OpenGL ES in fact meanwile flaws ...
0
votes
1answer
17 views
Draw the mesh in opengl
I am drawing the mesh from the openGl es library in android. When i load light obj file then its load successfully. I mean whose vertex value are less than the 32767. When I load the heavy obj file ...
-7
votes
0answers
27 views
Read the obj file in android openGL [on hold]
I am using the Opengl library in which I want to read the .Obj file from the android and draw the mesh. Share is there any library or any way to read the obj file.
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votes
0answers
11 views
iOS seems to linearly interpolate fragment shader output
In my opinion, the following fragment shader should output blue (0,0,1) and black (0,0,0) pixels only:
bool condition = [some boolean condition];
mediump float blueValue = float(condition);
...
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votes
3answers
41 views
Is there any way to ignore libgdx images Limitation? (images must be power of two)
In libgdx framework we can only use images power of two (64x256, 128x32, etc) Because OpenGL requires it.
Is there any good way to "pass" this limitation? For example: Use images 800x480.
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votes
0answers
7 views
Draw multiple vertical lines graph with OpenGL-ES on Android to realize a Spectrum real-time analyzer
I'm new on android developing, I worked with basical opengl approaches, like particles engine or simple rotating spheres scenario on Ububntu. I'd like to realize a spectrum analyzer which getting ...
1
vote
1answer
33 views
OpenGL Add Vertices After Load
I am parsing a 3D file into OpenGL ES on an iOS device and after I get the vertices I can't seem to add them to the GLfloat containing my vertices. At the top of my file I declare this GLFloat:
...
0
votes
1answer
21 views
Android: check if opengl context has been lost
I finally found why on some Samesung devices all of the textures are appearing white .
It appears that when the user opens the game, sometimes the textures are not loading and the user has to ...
0
votes
1answer
61 views
How can I duplicate the display of a UIView into another window?
I have a need to display a letterboxed 1920x1080 UIView scaled to fit onto an iPad display in landscape. That UIView also needs to be displayed on an external display (HDTV) in full resolution. The ...
0
votes
0answers
29 views
Rendering to depth texture - unclarities about usage of GL_OES_depth_texture
I'm trying to replace OpenGL's gl_FragDepth feature which is missing in OpenGL ES 2.0.
I need a way to set the depth in the fragment shader, because setting it in the vertex shader is not accurate ...
3
votes
1answer
38 views
Do you need a VAO for each VBO?
Currently, I have a collection of RenderObject classes which contains a texture, a VAO and a VBO. Drawing thousands of these objects incurs a performance penalty due to all the state switching and ...