Questions tagged [opengl-es]

Subset of the OpenGL 3D graphics API designed for embedded devices such as mobile phones.

OpenGL for Embedded Systems (OpenGL ES) is a subset of the OpenGL 3D graphics API designed for embedded devices such as mobile phones, PDA's, and video game consoles. OpenGL ES is managed by the not-for-profit technology consortium, the Khronos Group, Inc.

Current version is OpenGL ES 3.2 (), publicly released in August 2015.

OpenGL ES 2.0
OpenGL ES 2.0 eliminates most of the fixed-function rendering pipeline in favor of a programmable one. Almost all rendering features of the transform and lighting pipelines, such as the specification of materials and light parameters formerly specified by the fixed-function API, are replaced by shaders written by the graphics programmer. As a result, OpenGL ES 2.0 is not backwards compatible with OpenGL ES 1.1.

OpenGL ES 3.0
The latest major version is the OpenGL ES 3.0 specification, 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.

More information at

  1. Khronos Official page
  2. Wikipedia page on OpenGLES
  3. Khronos OpenGL ES Registry

Books:

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Are there noise functions in GLSL OpenGL ES 2.0 (iOS)?

Or any counterpart? How can I generate a cheap random number?
Geri Borbás
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Android pinch/zoom and glfrustum

I draw several 2D shapes using OpenGL and now I want to add the pinch/zoom. My view is perspective (top view). I assumed that it's 3D with z axis = 0. Now, how should I change glfrustum and add on a touch method in my activity so that I could be…
Aida E
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OpenGL transparent images have black in them

I am working on a game for Android and I was wondering why whenever I draw images with transparency there seems to always be some black added to the transparent parts. This happens all over and makes some of my effects look strange. Here is an…
Alchitry
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How to create continuously repeating scrolling background image in Open GL?

I have one image: background.png. How to create continuously repeating scrolling background image with android OpenGL ES or AndEngine library or other technology you know? Example: Currently, I use two-adjacent-image technique. I load image…
null
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Building a game on Mobile. Native or Engine?

I would like to start getting involved into mobile game programming. I already have modest experience in Android development and iPhone development. Previously, I have built a proof of concept 2D JRPG game and a 3D FPS Engine using XNA, and I have a…
SiN
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When BACK faces are drawn, are their normals automatically reversed?

I am drawing only back faces of a geometry by invoking gl.cullFace(gl.FRONT). I noticed that the shade of light on these surfaces is opposite to what I expect. For correct rendering, do I have to explicitly reverse the direction of surface normals…
Jayesh
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iOS 5.0 GLKit GLKTextureLoader- where does glBindTexture happen?

Just have a quick question about GLKit in the iOS 5.0 framework. If you use GLKTextureLoader, does it just load the texture in the currently active texture unit? I've looked at examples and I don't see anywhere that you have to say the…
robotpsyche
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Is kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange the same as NV12?

The pixel format of kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange is bi-planar component,one component for y plane and the other CbCr plane.So I think it is the same as NV12 pixel format, right?
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glViewport different result in Android and iOS

I just got started on a renderer for my cross platform framework (iOS and Android) using opengl es. When I got to the viewport stuff (which is needed for splitscreen stuff) and noticed there is a difference between iOS and Android. Here are two…
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OpenGL ES 2.x: any way to reuse depth buffer for off-screen and on-screen rendering?

I'm doing 2-pass rendering, where for the first pass I'm rendering to a texture and for the second pass I'm rendering to the screen. I'm rendering the same polygons in both passes, but I'm using different shaders. In particular, the second pass uses…
Laurence Gonsalves
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triangle opengl in android

I am new to the opengl so i am using guide of the android developer.I have done all thing that they says but it is showing an error to force to close. In my log cat file it is showing the following error 03-30 20:13:14.342: E/AndroidRuntime(317):…
Ashishsingh
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OpenGL ES 2.0 - Array of vec2

I have a GLSL shader program running my iPhone app (it's a very very simple shader). I am trying to declare an array of vec2 but I'm having a lot of trouble. My shader is wrapped in a thrid party library, so unfortunately I can't get any real…
Brett
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Android Vertex Array Objects?

I am writing some android code in preparation for a graphics intensive app I plan to develop. I haven't done any OpenGL since 2004. I stumbled across http://www.opengl.org/wiki/Vertex_Array_Object and multiple sources for the PC platform claim that…
Mikhail
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iPhone Cheetah 3D OpenGL ES Vertex Buffer Object (VBO) Example

I'd like to use Vertex Buffer Objects (VBOs) to improved my rendering of somewhat complicated models in my Open GL ES 1.1 game for iPhone. After reading several posts on SO and this…
PhilBot
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Sobel filter in C/C++ using OpenGL ES

I'd rather not recreate the wheel if I don't have to and this must have been done before. Are there any implementations of a Sobel filter using OpenGL ES?
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