Questions tagged [opengl-es-3.0]

Subset of the OpenGL 3D graphics API designed for embedded devices such as mobile phones. The version 3 was publicly released in August 2012. OpenGL ES 3.0 is backwards compatible with OpenGL ES 2.0, enabling applications to incrementally add new visual features to applications.

Subset of the OpenGL 3D graphics API (especially, subset of OpenGL 3 Core Profile) designed for embedded devices such as mobile phones. The version 3 was publicly released in August 2012. OpenGL ES 3.0 is backwards compatible with OpenGL ES 2.0, enabling applications to incrementally incorporate new visual features.

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OpenGL ES 3.x How to (performantly) render blended triangles front-to-back with alpha-blending and early-reject occluded fragments?

I recently found out that one can render alpha-blended primitives correctly not just back-to-front but also front-to-back (http://hacksoflife.blogspot.com/2010/02/alpha-blending-back-to-front-front-to.html) by using GL_ONE_MINUS_DST_ALPHA, GL_ONE,…
matthias_buehlmann
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How do I conditionally specify OpenGL ES version in a Qt application with shared OpenGL contexts?

The hellogles3 sample constructs the QGuiApplication before testing for desktop OpenGL. If you don't do this then QOpenGLContext::openGLModuleType() crashes. int main(int argc, char *argv[]) { QGuiApplication app(argc, argv); QSurfaceFormat…
Kim
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Android How to generate mipmap for GL_TEXTURE_EXTERNAL_OES

When i render the cameraTexture to a low resolution SurfaceView, it looks pixelated. Seems i need to generate mipmap for the camera texture, but it doesn't work this way. GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glGenTextures(1,…
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opengl es 3 glBlitFramebuffer - copying one texture into another

I'm trying to copy a texture into another using 'glBlitFramebuffer', I'm working on the classic open gl example hello-gl2 from android ndk-samples. I changed the shaders to support texture and i can correctly render a textured triangle. I also…
AndrewBloom
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Why is my triangle white in OpenGL ES 3 on Raspberry Pi

I have a very simple example of a OpenGL ES program that I'm trying to get to run on RaspiOS Desktop (a.k.a. Raspbian) on Raspberry Pi 4. My goal is very simple - to draw a red triangle in the center of the screen. However, the triangle comes out as…
Michal Artazov
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glDepthFunc GL_LEQUAL How it works

I'm curious about working glDepthFunc. In my app I using it with GL_LEQUAL parameter. I'v read in documentation that this mean the pixel will be draw from the farest pixel to nearest. But when I for the first draw bitmap near to me and then I draw…
Bogus
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GLFW create multiport

I wanna create two view ports on the window, but only one port can run moving effect, another one is stopping, I am confused, when i set the two identical objects, still one port can run moving effect, another one is stopping, but when i delete one…
isaiah.li
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In Vuforia, my Image Targets are detected. Everything is fine on my laptop, but the GameObject is pink on my Android

I'm creating a Vuforia AR Application using Unity3D. I am trying to set up an Image Target that, when detected, plays a video. This works, the Image Target is detected successfully and the video plays when running it on my laptop. However, when I…
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Anisotropic lighting in OpenGL ES 2.0/3.0. Black artifacts

I am trying to implement anisotropic lighting. Vertex shader: #version 300 es uniform mat4 u_mvMatrix; uniform mat4 u_vMatrix; in vec4 a_position; in vec3 a_normal; ... out lowp float v_DiffuseIntensity; out lowp float…
alexrnov
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Particle system optimization in OpenGL ES 3.0

There is a particle system for an explosion, similar to fireworks: Code of vertex shader: #version 300 es uniform float u_lastTimeExplosion; // time elapsed since the explosion // explosion center (particle coordinates are set relative to this…
alexrnov
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What mesh / acceleration structure representation to use for raytracing in fragment shader?

I want to do some raytracing from a fragment shader. I don't want to use a compute shader as I need to do rasterization anyway and want to do some simple raytracing as part of the fragment shader evaluation in a single pass. Simple in the sense as…
matthias_buehlmann
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cut and merge images in shader

my test image divide 4 part. | 1 | 2 | 3 | 4 | I need cut 1, 3 part and merge 1 + 3 and cut 2, 4 part and merge 2 + 4 final result | 1 | 3 | 2 | 4 | I was search shader example. but just find blend or mixing image. please help me.
byungkyu
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Android: Multiple APKs for different versions of OpenGL ES

I'm making a game in Unity for mobile.. The artist really really wants to use Linear colour-space instead of gamma colour-space.. Linear colorspace requires openGL ES 3. The problem is that 21% of Android devices only support openGL ES 2. So I could…
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Doing a per-fragment DEPTH_TEST in OpenGL

I can toggle depth testing on/off in OpenGL using glEnable( GL_DEPTH_TEST ); But this switches the test on/off for the entire draw call. I would like to control the test on a per-fragment basis. This is to achieve the following effect: in a…
Bram
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Weird flashing when scrolling tex coords of procedurally generated texture

The procedurally generated texture appears fine, until I start trying to scroll the texture coords utilizing GL_REPEAT. If I scroll just a normal image that I've uploaded, then it is scrolling fine. But the procedural one does this weird, periodic…
cyb3rcolby
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