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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How to render OpenGL in Flutter for Android?

if (call.method.equals("createVideoRenderer")) { TextureRegistry.SurfaceTextureEntry entry = textures.createSurfaceTexture(); SurfaceTexture surfaceTexture = entry.surfaceTexture(); this.surfaceTexture =…
PPP
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OpenGL ES, OpenFrameworks, Cinder and IOS creative development

I'm in the middle of a difficult choice. I'd like to learn a language that can help me create application with a strong artistic/creative/graphic component and use it for commercial projects for my customers. My first choice was OpenGL ES, i think…
MatterGoal
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SceneKit: Diffuse Alpha vs. Transparency / Transparent

I am trying to achieve transparency for a mesh in SceneKit on iOS. I am confused by the documentation as there seem to be multiple ways to make a mesh transparent: Use alpha channel of UIColor via…
Christopher Oezbek
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EXC_BAD_ACCESS at lauch for EAGLContext renderbufferStorage: fromDrawable: in Cocos2d app whie debugging

Using default cocos2d-swift app I'm receiving the error EXC_BAD_ACCESS on my iPad Mini 2 at the line: BOOL rb_status = [_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:layer]; But if I try to launch the app without debug all works fine.…
Vyacheslav
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Safe usage of glMapBufferRange() on Android/Java

I have working code using glMapBufferRange() from OpenGL-ES 3.0 on Android that looks like this: glBindBuffer(GL_ARRAY_BUFFER, myVertexBufferName); glBufferData(GL_ARRAY_BUFFER, myVertexBufferSize, null, GL_STATIC_DRAW); ByteBuffer…
rhashimoto
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What's "in" and "out" of OpenGL-ES? (Porting from OpenGL)

It seems that all of the documentation I can find about OpenGL-ES says something to the effect of "OpenGL-ES is just like OpenGL, but without a lot of stuff. For example, there's no glBegin or glEnd." Ok, that's great. So, what ELSE isn't there…
Olie
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Fragment shader and coloring a texture

I'm trying to make sense of adjusting texture colors with a fragment shader. My fragment shader is super simple: uniform sampler2D sampler; void main() { vec4 tex = texture2D ( sampler, uvVarying ); gl_FragColor = vec4(tex.r, tex.g, tex.b,…
vertti
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Text/font rendering in OpenGLES 2 (iOS - CoreText?) - options and best practice?

There are many questions on OpenGL font rendering, many of them are satisfied by texture atlases (fast, but wrong), or string-textures (fixed-text only). However, those approaches are poor and appear to be years out of date (what about using shaders…
Adam
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How to console.log in webgl shaders?

I'm trying to understand how to simulate console.log in webgl shaders which are written in GLSL. It's easy to get error messages but I can't get how to print custom messages. Basically I want to print stuff in the browser's console:
Kirill Ivlev
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Trying to read a Xcode Instruments .trace file. What is the file format of a .trace file?

I am writing an automated profiling system, to profile different GPU intensive screens in my App. I have been trying to use 'XCode Instruments' for this, with the 'OpenGL ES Driver' instrument that captures the gpu usage data. My automated system…
georgeparrish
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Looking for OpenGL ES framework for cross-platform development on Win/Linux/MacOSX/Android/IOS

I have to develop a cross-platform multimedia application that will run on Windows, Linux, MacOSX, Android and IOS. This application will have to be able to play audio/video content, display photos and graphs and, probably, show simple 2D…
Avio
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glUniform4fv is giving GL_INVALID_OPERATION

I' trying to develop a basic game in iOS and OpenGL ES but I'm stuck on this problem with the uniforms, here is the code that passes the value to my uniform: glBindVertexArrayOES(_vertexArray); // Render the object with…
Pupillam
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How to use OpenGL ES on a separate thread on iphone?

The OpenGL ES rendering loop is placed on a separate thread in my iphone application. Everything goes fine except that the EAGLContext's presentRenderbuffer method fails. The result is a blank white screen. When the same code is run on the main…
Klaus Kilhe
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Why is glReadPixels() failing in this code in iOS 6.0?

The following is code I use for reading an image from an OpenGL ES scene: -(UIImage *)getImage{ GLint width; GLint height; glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width); …
GameLoading
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GLSL pow function?

I have this: float xExponential = pow(xPingPong, 5); And is not working, claiming: ERROR: 0:53: No matching overload for call to function 'pow' Am I doin' something wrong? Developing for iOS with OpenGL ES 2.0.
Geri Borbás
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