Questions tagged [opengl-es-2.0]

Subset of the OpenGL 3D graphics API designed for embedded devices such as mobile phones. This version 2.0 eliminates most of the fixed-function rendering pipeline in favor of a programmable one.

OpenGL for Embedded Systems (OpenGL ES) is a subset of the OpenGL 3D graphics API designed for embedded devices such as mobile phones, PDAs, and video game consoles. OpenGL ES is managed by the not-for-profit technology consortium, the Khronos Group, Inc.

OpenGL ES 2.0 was publicly released in March 2007. It eliminates most of the fixed-function rendering pipeline in favor of a programmable one. Almost all rendering features of the transform and lighting pipelines, such as the specification of materials and light parameters formerly specified by the fixed-function API, are replaced by shaders written by the graphics programmer. As a result, OpenGL ES 2.0 is not backwards compatible with OpenGL ES 1.1. Some incompatibilities between the desktop version of OpenGL and OpenGL ES 2.0 persisted until OpenGL 4.1, which added the GL_ARB_ES2_compatibility extension.

More details at http://en.wikipedia.org/wiki/OpenGL_ES#OpenGL_ES_2.0

Resources:

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OpenGL ES2.0 colors not coming out right

(iPhone) I'm trying to draw a cube in ES2 with a different color on each face. Right now the colors aren't coming out right and I can't figure out why. Here's the relevant code: - (void) DrawES2 { glViewport ( 0, 0, backingWidth, backingHeight…
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How to fix OpenGLES glDrawElements

When attempting to draw a cube loaded from an .obj file all triangles share a single point. Additionally not all of the triangles seem to be rendering. I've noticed that changing the vertex count for glDrawElements allows the other triangles to…
TheINCGI
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How fast/slow is the glGetUniformLocation call?

Right before setting any uniform parameter to the shader, I am using glGetUniformLocation to retrieve its position instead of doing it once in the begining and storing the int position value. Like this:: const int location =…
user642252
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How to divide a texture to tiles and show border for each tile in webgl/opengl?

I am trying to work on a application that requires to split the image into dynamic x,y parts and process each part. For example : if a image is of dimensions 500 X 800, where width is 500 and 800 is height. I have to break the image using [32, 32] :…
graphics123
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Render several graphs from single vertex buffer

I have a vertex buffer containing several (in this case 2) graphs in the following structure: var vertices = [ x0, y00, y10, x1, y01, y11, x2, y02, y12, ... xn, y0n, y1n ]; and its indices var indices = [0, 1, 2, 3, ... n-1]; You can…
ampawd
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LibGDX returning black pixels ScreenUtils.getFrameBufferPixels

This is happening only on one device (so far reported) and can't be sure how isolated it is other than no other users have yelled at me over it. Huawei P9 Lite (2017) is producing this issue…
yesbutmaybeno
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Projection and Translation in OpenGL ES 2

I have a question regarding transformations in OpenGL ES 2. I'm currently drawing a rectangle using triangle fans as depicted in the image below. The origin is located in its center, while its width and height are 0.6 and 2 respectively. I assume…
Grimfandango
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OpenGL ES 2.0 - Fisheye shader displays a grey image

I've been trying to use a fisheye shader from Shadertoy. I've added my own frame resolution, and changed some keywords (texture -> texture2D, fragColor -> gl_FragColor) but that's it. I don't really know why it doesn't work and how to debug it.. As…
Xys
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OpenGL mesh/meshpart line thickness

In LibGDX 2d we can draw/define line thickness with "lineWidth" e.g. shapeRenderer.rectLine(new Vector2(x1,y1),new Vector2(x2,y2),lineWidth); Is there a way to implement something similar in Mesh or meshpart without changing glLineWidth()…
merecoin
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How do i reduce or fix the amount of graphics memory used by GlSurfaceView when applying android media effects to images in android?

I'm making an android application that uses GLSurfaceView and android media effects to apply filters to images.The implementation is working fine except it appears as if there's a memory leak in the app.With each addition of an effect the graphics…
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how to change light direction in opengl es 2.0

hey i am trying to rotate light direction in opengl es 2.0 but its not rotating pls help sorry for english these is my fragment shader precision mediump float; // Set the default precision to medium. We don't need as high of a //…
Tanishk Jat
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Relation between buffers and glVertexAttribPointer

I'm trying to understand the relations between [glGenBuffers, glBindData, glBufferData, glBufferSubData] and glVertexAttribPointer. I saw that you don't really have to use the buffers method (at least not in Android) but rather call…
Maverick Meerkat
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Getting a texture from IOSurface in Metal

I'm trying to get a texture id from metal surface. I have two problems 1. That function is not defined GLint glTextureID = CGLTexImageIOSurface2D(self.mEAGLContext, GL_TEXTURE_2D, GL_RGBA , textureWidth, textureHeight, GL_RGBA , GL_UNSIGNED_BYTE,…
andre
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Error when compile shader

I try to compile shader in a book: Opengl es 2.0 programming guide- chapter 10 - linear fog by both RenderMonkey and Visual studio 2008 But it throws the same error: Error linking program vertex info fatal error C9999: * exception during…
user338027
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Can a texture be updated in background thread but printed in foreground thread?

In webRTC, in SurfaceTextureHelper the surfaceTexture (with handle the creation/update of the openGL texture) is created inside a background thread: final HandlerThread thread = new HandlerThread(threadName); thread.start(); an inside this newly…
zeus
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