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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264 questions
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OpenGL ES 3.0 Matrix/Array Stride

I have this UBO: layout(std140)uniform _ObjMatrix { layout(row_major)mat4x3 ViewMatrix[256]; }; On OpenGL desktop, the size is 3*Vec4*256 elements (total size 12288 bytes) - this is what I was expecting = OK However when running on my mobile…
Esenthel
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How to add bitmap/image texture to a surface in Android OpenGL ES3.0?

For Android I've seen several examples of adding bitmap textures to a surface in OpenGL ES1.x and 2.x but it seems that the APIs changed somewhat for ES 3.x (e.g. glEnableClientState() was removed) and I'm wondering what needs to be added/changed to…
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Shadow mapping not working in OpenGL ES 3.0 on Android

I am trying to implement shadow mapping in my project for almost a week, and none of methods seem to work. The depth map texture seem to be empty. I have been digging the whole internet and nothing helped me. Maybe I'm missing something in my…
user8372965
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Conditional Blending with OpenGL ES

I want to implement a fragment/blending operation using OpenGL ES 3.1 that fulfills the following requirements: If the pixel produced by the fragment shader fulfills a certain condition (that can be determined as early as in the vertex shader) then…
Desperado17
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Metal vertex shader draw points of a Texture

I want to execute Metal (or OpenGLES 3.0) shader that draws Points primitive with blending. To do that, I need to pass all the pixel coordinates of the texture to Vertex shader as vertices which computes the position of the vertex to be passed to…
Deepak Sharma
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Why deviates in opengl the gl_FragCoord.z from the depth buffer one?

I have been trying for some time to find a way to read the depth value for a particular mouse coordinate (x, y). Everything works fine on win10 with opengl 4.x, but not for opengl es 3.x My approaches: glReadPixels() does not work on openGL es for…
PowerNow
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Android Emulator Color Banding with Hardware Acceleration OpenGL ES 3.0

I seem to be loosing considerable precision toward the lower end of the color spectrum only when using hardware accelerated rendering on my Android emulator. With hardware acceleration (ANGLE D3D11 or Desktop Native OpenGL): Without hardware…
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How to do clipping planes on OpenGL ES 2 or 3?

On iOS or Android, I have the option to switch to OpenGL ES 2 or 3. I'm not sure why I would, as I'm not developing a 3D game, but if I were to switch, how would I implement clipping planes? These were allegedly removed in ES 2. I'd especially like…
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OpenGL ES 3.0 Java draw vertices with color Array (different color to each vertex)

I have lines and I want to draw them with the colors of an array. The color array is a FloatBuffer with RGBA data for each vertex. I tried it this way, but it doesn't work: The shader codes: private final String vertexShaderCode = …
Gats János
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OpenGL shadow map incorrect shadows over the object

I implement the shadow map with directional light in an android Native OpenGL C++ application, the shadow is rendered correctly but there some bugs in my code that makes the result as in the attached image: as shown there are strange triangulated…
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OpenGL sRGB configuration on Android

I am trying to understand how to enable sRGB profile for default frame buffers on Android.Android SDK is not clear about how to do it practically.For example,here a guy states that it is enough to set texture internal format to sRGB. But he is…
Michael IV
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OpenGL ES 3.0: zero-copy CPU rendering to texture?

I am working on a pure 2D project, where the screen is rendered by CPU, and I want to display it as a texture, but I do not want to upload the whole image for each frame. I cannot tell what parts are changed, so I assume the whole image is…
Ferenc
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iOS 360 Video using OpenGL ES 2.0

I have an app that uses OpenGL ES 3.0 to play 360 Videos using a sky sphere implementation. I want to use OpenGL ES 2.0 to support more devices. In ViewController.swift I create the EAGLContext in the method setupContext() and it works with…
dm shively
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Most Efficient Way to Retrieve Texture Pixel Data?

I know Directx for Dx9 at least, has a texture object where you are able to get only a small portion of the texture to CPU accessible memory. It was a function called "LockRect" I believe. OpenGL has glGetTexImage() but it grabs the entire image and…
user3901459
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Android OpenGL Es 3.0 Create Circle

I have tried implementing suggestions from other posts such as: How to draw basic circle in OpenGL ES 2.0…
L1ghtk3ira
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