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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CATransaction setting animation duration not working

I am learning Core Animation and trying out sample examples. When I use the following code, the animation duration works @implementation ViewController - (void)viewDidLoad { [super viewDidLoad]; //Modifying base…
Khaled Barazi
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OpenGL ES application crashes when locked screen or entered background

My application is an OpenGL heavily employed one, which is being used to process images, rendering scenes, display previews, etc. However, after I implemented multi-task as Apple's official document 'OpenGL ES Programming Guide for iOS', weird…
cocoatoast
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Android opengl white textures on Samsung Galaxy variant

I get white textures on the samsung galaxy variant but on the other phones that i tested the textures are working just fine .So my questing is what is the usual suspect that causing such behavior? is the galaxy variant having any special hardware…
SteveL
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Need to add an interactive 3D model to my otherwise non-3D app

As briefly as I can; are there any frameworks available that I can drop into an iPad app I'm working on, along with a 3D model, and allow me to add a view that will present the model in an interactive format? Model needs to be rotatable, and ideally…
zeroCube
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Device/OS inconsistencies in GLSL ES Phong shader results

Apple's Best Practices for OpenGL ES recommend against branching on results calculated in a fragment shader. But Phong shading generally involves skipping the specular term when the light source is on the "wrong" side of the surface, for which the…
rickster
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how to force landscape mode with NDK using pure c++ codes

generally,it works ok. but if i lock the screen,and wait APP_CMD_LOST_FOCUS occur,and then i unlock the srceen. it change to portrait! but i find the egl buff is still landscape setting, and all coordinate bigger. my AndroidManifest.xml…
cutxyz
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Multi-pass shaders in OpenGL ES 2.0

First - Does subroutines require GLSL 4.0+? So it unavailable in GLSL version of OpenGL ES 2.0? I quite understand what multi-pass shaders are. Well what is my picture: Draw group of something (e.g. sprites) to FBO using some shader. Think of FBO…
Aristarhys
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Does glColorMask affect glClear

What should the following code do assuming something was drawn before the code below? glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); glClearColor(0.0, 0.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE,…
doron
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Why is eglMakeCurrent failing with EGL_BAD_ALLOC?

I am using OpenGL ES 2.0, and Android NDK r8b. I have a shared context that I use for worker threads. When I try to bind the shared context to a worker thread using eglMakeCurrent, I get the error EGL_BAD_ALLOC. Now what's confusing me is that this…
CuriousGeorge
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Use Objective-C game engine in C++ iPhone game?

You often hear that C++ is preferable to Objective-C for games, especially in a resource-constrained environment like the iPhone. (I know you still need some Objective-C to initially talk to iPhone services.) Yet, the 2D game engine of choice these…
Buggieboy
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Textures only showing on some devices

I am currently writing an Android application that works with OpenGL ES 1.1. It worked fine on my HTC Desire (Android 2.3.7) where I developed it on. Now I wanted to test it on a Nexus 7 but it only shows a black screen. I found out that all…
florianbaethge
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Performance: Quartz2D vs OpenGL ES (GLKit)

I'm working on a project where you can draw on the screen using touch. I thought of using OpenGL for it, however I came across two examples; one using OpenGL and the other using Quartz2D. Example project from Apple, GLPaint, using OpenGL Example…
Jeroen de Leeuw
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Images are not displayed and showing error like "cocos2d: CCTexture2D: Using RGB565 texture since image has no alpha"

I am making an application using Box2D in which i am getting images from Asset Library and displaying them as sprites. here is the code which i have done : Getting Images from asset library : CGImageRef imgRef = [[mutArrAssetPhotos objectAtIndex:i]…
Mansi Panchal
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How to mask sprites in cocos2d by the alpha of a gradient?

I'd like to make it so that a CCNode (could be CCLayer, CCSprite, etc) can mask all of its children with a shader so that they can be masked progressively as they approach the bounds of the node without having to modify their opacity value directly.…
GoldenJoe
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Mesh rendering issue libgdx

I have a very simple program, that loads an wavefront obj file, rotate and displays it. The problem is that the program renders it with some issues (like missing triangles). I had a similar problem when I tried to render a Pyramid with a vertex…
Agustin Meriles
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