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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Where to store shader code in Android app

I'm starting with OpenGL ES2.0 on Android (5.0.1), API Level 19. Where should I store the shader code? The first example encodes the shader directly as a string. I'd like to have the shader code in a separate file for better usability. What's the…
anhoppe
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Get supported GLSL versions

While developing on a laptop with an intel graphics card, while compiling a vertex shader, i got this: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, and 3.00 ES ok, so i adapt the shader to use…
Joao Pincho
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Does the Android emulator support OpenGL ES 3.0?

I know that the emulator has supported OpenGL ES 2.0 as of SDK tools 17 and Android 4.0.3, but that was introduced back in April 2012. Does the Android emulator support OpenGL ES 3.0, or are we still waiting on that? If not, does any other…
Cypress Frankenfeld
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Recording custom overlay on iPhone

I'm interested in recording a video with a custom overlay which would end up in the video itself. They could be UIImage or even better, an OpenGL viewport, is there even such possibility right now on any iPhone devices/SDK ? Thanks
Marc
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slow model batch rendering in libGDX

I've got a question whether there is a special mode for grouping models in libGDX. I created a simple class that implements ApplicationListener which shows my problem. I am using the nightly build of libGDX. I read two different models which use the…
Paweł Jastrzębski
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OpenGL: Single vertex attribute for multiple vertices?

I have a vertex shader that accepts the following attributes: a_posCoord: vertex position a_texCoord: texture coordinate (passed to the fragment shader) a_alpha: transparency factor (passed to the fragment shader) The objects I'm rendering are all…
namuol
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Shadow Mapping - artifacts on thin wall orthogonal to light

I'm having an issue with back faces (to the light) and shadow mapping that I can't seem to get past. I'm still at the relatively early stages of optimizing my engine, however I can't seem to get there as even with everything hand-tuned for this one…
mobob
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Why does UIScrollView pause my CADisplayLink?

I have a view backed by a CAEAGLLayer, which is inside a UIScrollView. When I begin scrolling, the CADisplayLink that calls the -draw method of openGL view stops getting called. I verified that my runloop start / stop methods don't get called when…
Proud Member
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OpenGL, is it worth explicitly unbinding after a draw call?

It seems cleaner to me to unbind using glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) and/or glBindBuffer(GL_ARRAY_BUFFER, 0) at the end of a given draw call. I like being sure that nothing is bound that should not be; however, is there much of a…
Engineer
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Decode video frames on iPhone GPU

I'm looking for the fastest way to decode a local mpeg-4 video's frames on the iPhone. I'm simply interested in the luminance values of the pixels in every 10th frame. I don't need to render the video anywhere. I've tried ffmpeg, AVAssetReader,…
simon.d
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How to determine maximum texture memory on Android OpenGL ES

I'm writing a mixed 2D/3D game on Android and I'm not able to determine how much texture memory I can use. Is there any way to determine maximum texture memory in OpenGL ES? I have my own texture cache and want to know the maximum threshold of…
user1207593
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What's the difference between GLKView and EAGLView?

I've seen both EAGLView and GLKView used in iOS applications. What's the difference between them?
chetan rane
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How to properly initialize and terminate EGL on Android

While there are many samples around about using OpenGL ES on Android all of them seems to be incorrect (even ones come with Android SDK/NDK) in respect to initialization/termination of EGL. And source of problem is just in Android application model…
Alexey Kryshen
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How to real time preview change of Video recorder on camera like Vigo Video Hypstar

I want to change the Surface preview bottom overlay with gif or image Like Vigo Like this Please tell me any sdk or what I am using for this Filter I am able to change the overlay on the top view using this Help of this PictureCallback…
Arjun saini
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Shader for Android OpenGL ES

Is it possible to use vertex or pixel shaders in android app? please give an example if possible of setting up shader.
Yuriy Vikulov
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