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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Improve performance by reusing the alpha channel of a RGB texture?

I have a 48bit texture RGB16F. https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml states that when using RGB. 1.0 will be put into the alpha channel. Is 1.0 implicit or actually stored? And in the latter case. My main…
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Failed to create OpenGL ES 3.0 Context

I'm trying to to use GLSL for OpenGL ES 3.0 with OpenGL ES Context 2.0 on Android Emulator Nexus 6 API 24. I declare in my vertex shader and fragment shader with "#version 300 es" But I got error: "unsupported shader version". After searching…
Toan Tran
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C++ multi-threaded texture loader work item removal from main thread

I have a texture loading thread, which receives requests to load textures from a main thread via a concurrent queue. The texture loader request is a simple struct with a raw pointer to the object that will receive the texture: struct…
Laythe
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Extension EXT_shader_texture_lod does not work on OpenGL ES 3.0 iOS

Even though glGetString (GL_EXTENSIONS) call says the extension is present GL version: OpenGL ES 3.0 Apple A8 GPU - 95.58 GL vendor: Apple Inc. GL renderer: Apple A8 GPU GLSL version: OpenGL ES GLSL ES 3.00 GLSL extensions: 1 >…
Vlad Serhiienko
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sample depth from default frame buffer? (GL ES 3)

I'm wondering if it is possible to bind the default frame buffer's depth as a texture so that it can be sampled from in a fragment shader (during rendering passes which do not write to that depth buffer)? If so, some pointers would be appreciated.
user8709
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Copying a non-multisampled FBO to a multisampled one

I have been trying to implement a render to texture approach in our application that uses GLES 3 and I have got it working but I am a little disappointed with the frame rate drop. So far we have been rendering directly to the main FBO, which has…
Boofish
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glreadpixels use pbo can't work - I want to use pbo to save image, rather than use cpu

I want to use pbo to save image, rather than use cpu. So I didn`t use bytebuff in glreadpixels, and use GLES30.glReadPixels(0, 0, getWidth(), getHeight(), GLES30.GL_RGBA, GLES30.GL_UNSIGNED_BYTE, null); But it can't work... This is my set fbo and…
Nino Liang
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Qt: All Canvas3D rendering is broken when GL ES 3.0 is requested

I've distilled this to a completely trivial testcase. In main() I request a GL ES 3.0 context. In the Canvas3D code I first I setup all low-level stuff like shaders, vertex buffers and matrices. Then I draw a white triangle. The results is a window…
Stefan Monov
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SDL2 and OpenGL ES 3.0

I am trying to setup SDL2 (latest master branch) to use OpenGL ES 3.0 on Windows 7 64 bit desktop. Do I need something like glew for this? as far as I am aware Nvidia drivers allow ES 3.0 contexts natively but I might be wrong? Do I need an emulator…
Kachinsky
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glVertexAttribI2i equivalent in OpenGL ES 3

Hi I am porting an OpenGL app to OpenGL ES 3.0 and I wonder if exists any equivalent function to glVertexAttribI2i void glVertexAttribI2i(GLuint index​, GLint v0​, GLint v1​); The closest I could find GLES is glVertexAttrib family which doc…
gabocalero
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How to write a only alpha > 0 to the stencil buffer?

I am trying to render a texture to the stencil buffer. I only need pixels where their alpha is > 0, but my code is rendering every pixel of my quad - even the ones with 0 alpha. How can I avoid this? Heres my code: GL.StencilOp(StencilOp.Keep,…
sydd
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Depth test works when translating, but not when specifying z-coordinates (2D rendering)

Problem It seems that I've found an issue with depth testing in Android OpenGL ES 3.0. Either that, or I somehow have an implementation flaw. I notice that depth testing works fine when I translate my geometry via modifying the model matrix;…
Nicholas Miller
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What is the best way for creating a fullscreen app in Android NDK which renders in half resolution?

When initializing my EGL\GLES context, I use fullscreen. My application is then rendered in half resolution and finally blitted to the screen using a simple draw. However, for performance reasons, is it possible to initialize my context in an…
Viktor Sehr
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Fetching integer/byte texture data "as is" in openGL ES 3.0

I am playing some tricks on IOS to try to build a CPU-GPU-hybrid JPEG encoder. From my tests with CPU, I believe using GPU to do the DCT and quantization steps makes good sense and should boost the over performance significantly (compressing a huge…
Jason M
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OpenGL ES 3.0 call object by reference To add gravity and OnCLick Event

I am new to OpenGL and I am trying to find a way to give a drawn object such as a triangle an ID of some kind. This way I can call the Id and give it motion as well as ad touch events. I am not sure if this is the correct way or if there is a much…
L1ghtk3ira
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