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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Open GL ES error: undefined reference to 'glDispatchCompute'

I am using Open GL ES 3.1 in Android app with native C++ code. So I need to run a C++ lib with Android support. I have used some Open GL ES functions and they worked well. But when I tried to use glDispatchCompute, a linker gave a following error:…
sooobus
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Why is WebGL2ReneringContext missing SRGB_ALPHA?

Am I mistaken or should WebGL2ReneringContext not expose a property for SRGB_ALPHA? Chrome only exposes SRGB, SRGB8, and SRGB8_ALPHA8.
Chris_F
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Draw lines after shader in OpenGLES or Metal

In OpenGLES or Metal, I render something to the screen using vertex/fragment shaders. But immediately after fragment shader is done I need to pass few vertices and draw polylines connecting those vertices. How do I do this? In other words, is it…
Deepak Sharma
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glBindBufferRange and GL_MAX_UNIFORM_BLOCK_SIZE

In OpenGL ES you can bind a specific range of a buffer to a uniform block with glBindBufferRange. Is it possible to overcome the GL_MAX_UNIFORM_BLOCK_SIZE restriction by sending data over the limit with glBufferData or glBufferSubdata, but move the…
Alex Zielenski
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Multisampling with glBlitFramebuffer not working opengl es 3.0

Overview: Coming from this, i changed to ES 3.0, and after reading and trying for a day, i'm stuck once again in achieving Antialiasing. I'm testing this on iOS simulator. Issue: My drawings are visible, but they are the same as there is no…
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What causes application to break when porting to OpenGL ES3 from ES2?

So I have a Unity3D plugin written in c++ and compiled for Android. When I started off I used OpenGLES2 to maximize device reach but recently I decided I wanted to try moving up to OpenGLES3, so I included the gl3 headers instead of the gl2…
UB-
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glTexStorage2D for alpha texture in OpenGL ES 3.0?

In OpenGL ES 2.0 when GL_EXT_texture_storage extension is available i use glTexStorage2DEXT(GL_TEXTURE_2D, 1, ALPHA8_EXT, width, height) to specify immutable storage for alpha mask textures. In OpenGL ES 3.0 glTexStorage2D is incorporated into the…
Igor Yarmolyk
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how to compile shader in swift, location always return -1

I have written a piece of code to compile a shader. class DFShader { let ID: GLuint init(vPath: String, fPath: String) { ID = glCreateProgram() let vertex = compile(type: GLenum(GL_VERTEX_SHADER), path: vPath) let…
Chocoford
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OpenGL - use different polygons one drawcall - instancing

I am using OpenGL ES version 3 for my android game and have implemented instancing. It works well IF I use a polygon of the same size/dimension that is identical vertices. I can jump to different UV-coordinates of the texture atlas if I want to…
java
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OpenGL ES: Handle large amount matrixdata improve performance

I am using instancing in my OpenGL-app and since only one drawcall are made I have to calculate a larger matrix that consists of smaller matrices and that larger matrix is sent to the shader where gl_InstanceID can distinguish between successive…
java
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glTexSubImage2D deeply affects frame rate on gles 3.0

I have a graphics engine which for every frame writes approximately 300 bytes of data with approximately six glTexSubImage2D calls to a texture (including writing to mipmaps). The texture is a texture of unigned bytes using GL_RED and GL_R8 as…
Viktor Sehr
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OpenGL ES3 framebuffer generated is completely ignored

I create a framebuffer object to render scene as depth values to render shadow maps , after the scene initialized and all shaders compiled I add the directional light and create the FBO using this code: glGenFramebuffers(1,…
user8581488
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opengl GL.GetUniformLocation always returns ZERO (0)

Am using OpenGL ES30 with Xamarin/C#. My issue is that no matter what I do, when I call: OpenTK.Graphics.ES30.GL.GetUniformLocation(progID, "varName"); It ALWAYS returns ZERO. (not -1). The following statements all return 0: int RRRRRRRR =…
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sgemm implements by opengl es 3.0 is so slow on android

I port sgemm function from weblas using c/c++ opengl es3.0. (which i caled esgemm). I have a application using this sgemm function. but I find the speed is very slow on Android. here is my test result. PC(Core™ i7-6700 CPU @ 3.40GHz × 8 HD…
Jesse
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Not calling glclear results in weird artifacts

im wanting to NOT call glClear for the depth or color bit because i want to be able to see all the previously rendered frames. And it does work except it repeats the model all over the x and y axis, and also causes some strange grey blocky lines. Is…
Colby Ray
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