OpenGL ES 2.0 emphasizes a programmable 3D graphics pipeline (comparing to fixed-function pipeline of OpenGL ES 1.1).

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Version number not supported by gl2 in andengine

I am new to andengine. From various forums, i got to know that my system should support hardware virtulisation. I have installed "Intel X86" and my system didn't throw any problem regarding "HAX" now. ...
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34 views

OpenGLES 2.0 batching method and do not draw inactive object

I am researching about "batching" objects for one big VBO and reduce draw call. These are what I am doing now: Create interleaved VBO based on texture or render state (like Blending) So, for ...
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40 views

How do you tell OpenGL ES 2.0 to use a texture as the depth buffer?

I want to render a scene with an outline post processing effect in OpenGL ES 2.0. First I render all the opaque objects. Then I use a post processing shader for silhouette detection that uses the ...
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1answer
99 views

GLSL: What's generally better for converting a -1 or 1 value to 0 or 1?

I'm writing a shader for rendering both sides of triangles with different colors. I have a value mediump float back = dot(V, N) which is positive if the normal faces away from the camera and negative ...
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1answer
102 views

Sprite sheet textures picking up edges of adjacent texture

I have a custom sprite routine (openGL 2.0) which uses a simple sprite sheet (my textures are arranged horizontally next to each other). So, for example, here is a test sprite sheet with 2 simple ...
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1answer
27 views

Orthogonal projection matrix affecting z-buffer on one device

I am experimenting using Matrix.orthoM for a isometric projection, rather than Matrix.frustumM. On one device, the z buffering does not appear to be working correctly and I get a cut away effect seen ...
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2answers
67 views

OpenGL ES - DrawCalls count - bottleneck?

I am newbie to OpenGL ES (so far, I used mainly DX11). Now for my scene, I have about 100 draw calls. I can use instancing, but only about half of objects can be instanced, so draw calls count would ...
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1answer
72 views

Can't get indices with VBO working [closed]

I'm learning opengl for a few days only. Now I'm trying to use indices for my cube, but can't get it working, I don't see anything on screen. struct Vertex { GLfloat position[3]; GLfloat ...
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54 views

When to call GLBindTexture when using a spite-sheet?

Originally, I was using individual textures (ie, individual .png files) for my sprite's animation and recently altered my code so that I could put all my animation frames into 1 file (so it basically ...
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19 views

Problems with GLES2 and NativeActivity

I have a NativeActivity that uses the following to set the background... static const char gVertexShader[] = "attribute vec4 vPosition;\n" "void main() {\n" " ...
5
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1answer
102 views

Sprite with alpha Blending in 3D world

I'm working on a game in a 3D world with elements 2D only (Like Don't starve game) for Android and IOS. Currently, I've managed "Sprite" without alpha blending, I've just put a condition in the pixel ...
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2answers
80 views

How to flip a quad (openGL es 2.0 Android / Java)

bHow would one go about 'flipping' a quad i.e., either horizontally or vertically? (Just a single quad, not everything in view). I know how to rotate a quad, this is my rotation method: public void ...
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1answer
83 views

ParallaxBackground AndEngine

I'm new to game development andengine. I want to add ParallaxBackground but I don't know how to change background on player move. I'm using arrow for moving a player. Now my question is where I write ...
5
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2answers
371 views

GLSL Shader - Change Hue/Saturation/Brightness

I'm trying to change the hue of an image using a GLSL fragment shader. I want to achieve something similar to Photoshop's Hue/Saturation Adjustment layer. In the following image you can see what I've ...
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1answer
40 views

GLES2-AnchorCenter branch has no org.andengine.util.color.Color

I am porting my game from GLES2 to GLES2-AnchorCenter branch. I am using import org.andengine.util.HorizontalAlign; import org.andengine.util.color.Color; import ...
6
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1answer
111 views

How to prevent clipping when moving through a tunnel?

I'm developing for Android using OpenGL ES 2.0. It's going to be a game where you have to fly through a tunnel without hitting the walls. However, the tunnel wall gets clipped as the player ...
2
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1answer
107 views

re-using objects

I'm working with openGL ES 2.0 on Android and I've created a custom 'Quad' class. This allows me to make a sprite object like so: Quad mySprite = new Quad(); mySprite.setSize(w,h); ...
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1answer
100 views

How to deal with lot of textures in one draw call?

I'am currently developing text rendering & some kind of tile based texturing for simple landscape with textures blending. e.g. something like this but in 3D. In first realization I have been used ...
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1answer
146 views

Keeping everything within one Activity

Overview My game is currently based on a single activity (rather than multiple activities) and I would like to keep it that way. At the moment, it goes straight into the game at level 1. I will ...
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54 views

GLRenderer will not run when resuming app

I'm displaying a dialogue over my GLRenderer and then dismissing it from my Renderer's onSurfaceChanged method (once all resources have loaded and just before rendering starts) When I first run my ...
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68 views

Android , why GLSurfaceview output is different in Various Devices (Google Nexux7,Samsung Galaxy Note II)

I have created an android app for drawing of lines,circles.. by using GLSurfaceView in OpenGLES 2.0 like an Auto cad app. The app works well with Google Nexus 7, in the sense that if we draw a ...
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101 views

How to implement OpenGL triple buffering

I'm trying to implement the triple buffering described here ...
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1answer
64 views

OpenGL ES - write code in Windows

Is it possible to write application using OpenGL ES 2.0 "emulator" from AMD (AMD OpenGL ES SDK) and then use the same code (compile again, of course) in my iOS / Android / Whatever application ? The ...
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2answers
70 views

Scale Matrix Transform without moving primitive

So I have the following.... GLbyte vShaderStr[] = "attribute vec4 vPosition; \n" "uniform mat4 move; \n" "uniform mat4 scale; \n" "void main() \n" "{ ...
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2answers
195 views

Simple Android loading screen when using OpenGL

My game uses openGL ES 2.0 on Android and it's got to the point where the pause (while loading resources) has become noticeable. All I'm after is to show a static screen (probably via an XML layout ...
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31 views

NPOT texture and video memory usage

In this QA, @KromStern is saying that NPOT will take memory as much as next POT sized texture. It means it doesn't give any benefit than POT texture with proper management. (maybe even worse because ...
2
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1answer
79 views

Full-screen post-processing and texture size

I am newbie writing a post-processing code for mobile devices, and asking some trivial, conventional solution for a specific problem. AFAIK, post-processing in OpenGL is trivially done with FBO bound ...
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3answers
86 views

Rotating each quad in a batch separately?

Background In my app I use the following code to rotate my quad: Code //Rotate the quad Matrix.setIdentityM(mRotationMatrix, 0); Matrix.translateM(mRotationMatrix, 0, centreX, centreY, 0f); ...
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2answers
205 views

“Non-additive” alpha blending in OpenGL ES 2.0, Android (AndEngine)

I have several monochromatic sprites and I render them with alpha = 0.25 (all of them the same value). I want to "paint" with them, so when they overlap, the alpha won't be added. I am not sure if I ...
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2answers
149 views

Libgdx: Am I abusing Vector2? Is there a better way to do my position updates and rendering?

I'm simulating hair in a game. Currently I have a HairField object, which has a position defined by a Vector2. Each HairField has multiple Hair objects in a list, each with a position defined by a ...
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1answer
50 views

OpenGL ES 2.0: Texture does not appear to be correct [closed]

Here are my shaders... GLbyte vShaderStr[] = "attribute vec4 vPosition; \n" "attribute vec2 texPosition; \n" "attribute vec4 inColor; \n" "varying vec4 fragColor; \n" "varying vec2 ...
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1answer
180 views

Combining 2D and 3D in game engine

I've implemented basic 3D functionality and made little "2.5D" demo in orthographic projection using OpenGL ES 2 and Box2D. Now I want to make completely two-dimensional game (using sprites) and ...
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1answer
63 views

OpenGL ES2: Changing Z doesn't appear to change the location of triangle

So I am very new to OpenGL out I am playing around and trying to create a rectangle. GLfloat vVertices[] = { -0.5f, -0.5f, 0.0f, -0.5f, 0.5f, 0.0f, 0.5f, -0.5f, 0.0f,0.5f,0.5f,0.0f}; ...
7
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1answer
176 views

GL ES: Fragment shader optimization

Summary: I get FPS slowdown as soon as I try to tint the sprites (i.e: multiply texture with color in the fragment shader) Details: Hardware: iPod touch 4 I am drawing 700 sprites on the screen ...
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2answers
339 views

OpenGL ES 2.0: 2D game rendering, no performance gain with glDraw call batching

I just did a small benchmark. To my surprise batching sprites into a single draw call doesn't give any significant performance boost. Following are my results: Hardware: iPod touch 4 Extra info: ...
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365 views

Optimizing performance of a heavy fragment shader

I need help optimizing the following set of shaders: Vertex: precision mediump float; uniform vec2 rubyTextureSize; attribute vec4 vPosition; attribute vec2 a_TexCoordinate; varying vec2 tc; ...
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2answers
176 views

OpenGL ES 2.0: Enabling hi-res on iOS

I created an empty iOS project and then added a custom GLView class which is then added to AppDelegate. I have following questions: 1) How do I enable hi-res retina mode on iPhone 4? Currently I am ...
6
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1answer
277 views

Android game loop's effect on cpu/battery usage - unexpected results

I will try to keep this question as concise and as readable as I can. I recently came across an odd problem with my Android game that I'm developing. It's an openGL ES 2.0 game and initially I was ...
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120 views

How to render alpha channeled animated 2D sprites in OpenGL ES 2.0

I searched, but I can't find specifically how to render animated 2D sprites with an alpha channel onto a 3D polygon, z=0, in OpenGL ES 2.0. This is just a basic 2D concept, but since I'm using, ...
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1answer
53 views

I have a frag shader, one with an empty s_lightMap, how and why is it effecting the output?

I have an image of concrete rocks of different shades of colors, and I'm applying this shader, but without referencing s_lightMap's uniform in my program: precision mediump float; ...
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1answer
74 views

Centering GLViewport position within physical screen

I'm developing my app on one device and want it to display at the same ratio on all other devices. Currently what I have is 'image 1' in my image below - the game fits perfectly onto my development ...
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1answer
90 views

Specifying 3D objects in a game [closed]

I have hands on experience in OpenGLES 2.0 , OpenGL and wish to apply the same in a 3D game development in Android. My idea is to develop a Combat game having fighter planes. I am trying to create a ...
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2answers
130 views

Calling glGetError() in release builds?

Currently, I'm calling glGetError() after each OpenGL function call in order to be able to detect and report bugs. I've been reading that glGetError() calls should be reduced to once per frame in ...
0
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1answer
218 views

iOS OpenGL ES 2.0 How to Billboard on Sphere and Rotate with Sphere

I have a sphere (earth) in OpenGL ES 2.0 for iOS. I also have markers that I want to place at lat/lons on the earth - but I want the markers to always face the user ( billboards ) but also move with ...
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1answer
140 views

bump mapping with 2 normal maps

I was wondering if its actually possible to do bump mapping with 2 normal maps... I have tried doing it this way however I get a function overload on max and dot. uniform sampler2D n_mapTex; uniform ...
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1answer
71 views

texture movement stutters

Hey I at the moment I have got my texture to move however it stutters as I increment by 0.001 every second. My animation is done via FPS if that make sense and here is some code FrameCount++; ...
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1answer
111 views

texture won't move OpenGL ES 2.0

I want be able to move my texture in GLSL I have set my texture to wrap S and wrap T but not sure why it wont move my fragment shader looks like this at the moment uniform sampler2D n_mapTex; ...
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1answer
193 views

How would one render dynamic vertices in OpenGL ES 2.0 like in a 3D modeling program?

Is there an easy way to re-render dynamic vertices in OpenGL ES 2.0 so that one could, for example, make a modeling program? I understand how to make a dynamic vertex array, but what I don't ...
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1answer
135 views

How can one make multiple movable images in OpenGL ES 2.0? [closed]

I was wondering, I've only seen examples of OpenGL ES 2.0 where people have used one or perhaps two images. I didn't see multiple images of where they each had independent movement. What if someone ...
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1answer
66 views

in an ios open gl es 2 game - is it better to use a few large texture atlas or many small textures

I'm working on new game, this time moving to more 3d objects and open gl es 2. Previous (successful) game was open gl es 1 and mostly 2d. For es 2 I'm developing my own 3d engine. My 3d artist ...