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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Is blockiness expected for textures with format GL_RGBA8 with unsigned byte & min/mag filter GL_NEAREST?

When format GL_RGB5_A1 is used with unsigned_byte texture data (no mipmap), the applied texture is blocky with min/mag filters GL_NEAREST. When same code used for format GL_RGBA8, the applied texture is smooth. My assumption was that for RGBA8 too…
user1896853
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OpenGL ES 2.0 Shader on OpenGL ES 3.0

I'm having a problem compiling my "working" shader on an Android Device that uses OpenGL ES 3.0. My shader works fine on a device that natively uses OpenGL ES 2.0 (it was written targeting that version). I'm trying to run my shader "undedited" on a…
pBlack
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volume rendering with openGL es 3.0

I am trying to render 3D volume,raw data is successfully uploaded from main memory to graphics memory but still there is nothing on screen.here is my shader code can someone help me to locate the issue. const char vShaderStr[] = "#version 300…
user3492894
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glDrawElements throwing EXC_BAD_ACCESS using VBO on OpenGL ES 3.0

This problem is driving me crazy cause it seems to be right. I am working with iOS 7 and OpenGL ES 3.0. The variables' types are: float vertices[24]; unsigned short indices[24]; unsigned char colors[32]; unsigned int vboIds[3]; This is only…
Alex Moreno
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glMapBufferRange ignores GL_MAP_UNSYNCHRONIZED_BIT

I am attempting to fix one performance issue about glMapBufferRange. Our code does stream drawing using VBO and glMapBufferRange on iPad4 running iOS 6.x. The pattern is something like: Map(first sub region) -> Write data to the 1st sub region ->…
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glBindBuffer with GL_PIXEL_PACK_BUFFER returns enum error code

I am trying to do : glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo_id); in android 4.3 and I am getting 'enum error code', although the docs say I can use GL_PIXEL_PACK_BUFFER. Perhaps I am not using 'OpenGL ES 3.0' ? What do I need to to to force v3 usage…
jacob
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OpenGL ES 2.0 fragment shader compilation slow on iPhone 5S

I have an app that uses a large collection of fragment shaders. The shaders are all compiled (on a background queue) on app launch. I tested the app on an iPhone 5S recently, and everything works, but the shaders take MUCH longer to compile. On the…
wombat57
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Combining a FBO texture with a main image after post processing to achieve a glow effect

I'm trying to create a glow effect. I'm using OpenGL ES 3.0. I can create an outline of my object (a cube) using the stencil buffer, so I have no trouble with that. I can also render this outline to texture using a FBO, and achieve a blur effect…
Mark
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Does a Vertex Shader VAO need a VBO?

I am trying to use a VAO with a vertex shader. This works, but only if I set the length of the bufferData to 0. My understanding is that when using a vertex shader, a VBO is not required because my shader is generating the vertices of a quad. If I…
Jeshua Lacock
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