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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Broadcast fragment-shader output to all FBO color attachments?

Is there some way to get OpenGL ES 3.0 to broadcast the value of a single-output fragment shader to all active (as per glDrawBuffers()) FBO color attachments? If possible I'd like to keep my shaders more-or-less as-is and avoid the re-write required…
genpfault
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How to precompile my GLSL shader program on iOS device

I'm using GLES 3.0 on my iOS app , trying to precompile GLSL shader program, but when I try to get length of the program binary like this: GLint len; glGetProgramiv(programId, GL_PROGRAM_BINARY_LENGTH, &len); len becomes 0。 this is my code …
Misery
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Multiple inputs for Compute shader Open GL ES

I want to create a program that takes multiple vectors and returns one vector in Open GL ES. I have used the example to write my own code. If I have following code: static const char COMPUTE_SHADER[] = "#version 310 es\n" …
sooobus
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OpenGL ES 3.0 Hello Triangle is Black

This is my first time working with Android and OpenGL ES, but I do have a fair bit of experience with straight OpenGL. I'm simply trying to draw a red triangle. No uniforms, only one vertex attribute. Vertex shader: #version 300 es in vec3…
Daskie
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GLES 3.0 Android Studio

I'm totaly screwed with writing a simple GLES 3.0 application which draws a Triangle in Android Studio. Though I have quiet a lot of experience in programming normal modern OpenGl in C++, I can't figure out why my Code is not working.In most GLES…
user7986617
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GLSL branch optimization with uniforms

I understand that some modern implementations of OpenGL ES optimize branches that are taken from a uniform value to avoid thread divergence and I have a few questions about this. If I was to take a branch based off of a comparison of a uniform…
Alex Zielenski
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Android Studio Emulator: Process finished with exit code 255

Trying to run a simple game in mid-development, made with OpenGLES 3. Upon starting a Pixel 2 XL emulator with 4gb of ram, I'm getting this message which seemed to come out of nowhere: "Emulator: Process finished with exit code 255". I've been using…
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How to convert float to half in GLSL?

How to convert vertex attributes' data type from float to half in GLSL with OpenGL ES 3.0?
Qi Jiang
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OpenGL ES: change part of matrix-vector in glsl from client side

I have this uniform in glsl uniform mat4 u_MVPMatrix[64]; that is filled with 64 matrices its used to transform 64 shapes in my game. It works good!!! My question if its possible change a part of this matrix-vector if I for instance want to rotate…
java
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OpenGL ES - instancing - different uv-coord one drawcall

I have the following problem in OpenGL ES3 concerning instancing I draw 64 shapes in one drawcall - triangles. OK! Then I want to give the shapes individual eyes and they are "blinking". The blinking means different offsets in the atlas (i.e.…
java
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OpenGL ES3 Shadow map problems

I work on C++ project for Android with OpenGL ES3, so I try to implement the shadow map with directional light, I understand the theory well but I never get it successfully rendered. first I create the framebuffer which contains the depth…
user8581488
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Error: Symbol defined with different precision in vertex and fragment shaders

I'm developing a game using LibGDX. In one screen of my game I simply draw some circles. For that I'm using the Circle java class from this GitHub repository in order to make the circle…
Ernestina Juan
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Issue with RGBA32F texture format and mipmapping using OpenGL ES 3.0

When I use glGenerateMipmap() to generate mipmap for a RGBA32F texture, it always comes to an INVALID_OPERATION error. Binding texture or setting many kinds of texture parameters didn't work. From OpenGL ES 3.0 specification, I find that RGBA32F is…
zhy
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Vertex Shader: compute the leftmost vertex

Target: OpenGL ES >= 3.0 My app: 1) creates several complicated Meshes 2) for each Mesh, renders it: a) runs vertex shader which distorts the Mesh' vertices in nontrivial ways b) nothing special in fragment shader 3) Again for each…
Leszek
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Calculating Maximum Pixel Throughput with OpenGL ES 3 Shader

I have an OpenGL ES 3 Vertex Shader and Fragment Shader that renders particles to the screen. I can draw a fixed number of particle sprites at an acceptable frame rate if the sprite edge sizes are fairly consistent, but if I increase the edge size…
Jeshua Lacock
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