Search:

Type: Posts; User: ClayMontgomery

Page 1 of 3 1 2 3

Search: Search took 0.00 seconds.

  1. Replies
    1
    Views
    2,176

    There is a good example for OpenGL ES 2.0 and 3.0...

    There is a good example for OpenGL ES 2.0 and 3.0 in the PowerVR SDK in the folder: Examples\Advanced\Water

    Download a PC Emulation version of this SDK at:
    ...
  2. You can just set the viewport directly before...

    You can just set the viewport directly before rendering to the FBO by calling glViewport(). Then, set it back before rendering to the framebuffer again. There is a good example program that does...
  3. "Expensive" is a relative term and OpenGL ES 2.0...

    "Expensive" is a relative term and OpenGL ES 2.0 is for embedded systems and not intended to match the performance of desktop OpenGL implementations.

    The approach I use is to only switch shaders...
  4. I just found an interesting discussion on...

    I just found an interesting discussion on StackOverflow that indicates that in newer versions of Android, they added EGL Context reference counting inside eglInitialize() and eglTerminate() to allow...
  5. I would expect the texture names to be...

    I would expect the texture names to be duplicated, because they were allocated by different contexts.

    Google has never indicated that it's possible for an Android app to have more than one EGL...
  6. Replies
    1
    Views
    2,149

    I recommend you take a look at the implementation...

    I recommend you take a look at the implementation of gluCylinder() in this library:

    http://code.google.com/p/glues/

    This is C++, but it should be fairly easy to convert portions of it to Java...
  7. Android apps are normally required to execute all...

    Android apps are normally required to execute all OpenGL ES calls from a single thread because EGL contexts can only be associated with a single thread and rendering graphics on the main UI thread is...
  8. Replies
    1
    Views
    2,866

    I noticed the same problem reported on...

    I noticed the same problem reported on StackOverflow:

    http://stackoverflow.com/questions/17044332/glsl-uniform-arrays-incorrect-values/17049217#17049217

    So, I searched all the OpenGL ES shader...
  9. Replies
    7
    Views
    3,542

    I think the problem might be a bug in the Mali...

    I think the problem might be a bug in the Mali OpenGL ES driver. I recommend you try your code on an Android device with a different type of GPU, such as Nvidia Tegra or PowerVR.

    Regards, Clay
  10. Replies
    7
    Views
    3,542

    I recommended you try GL_STATIC_DRAW instead of...

    I recommended you try GL_STATIC_DRAW instead of GL_DYNAMIC_DRAW to see if it eliminates the error. I would also try commenting out the VBOs for the normal and color arrays temporarily to see if that...
  11. Replies
    7
    Views
    3,542

    VBO is a required feature of OpenGL ES 2.0, so it...

    VBO is a required feature of OpenGL ES 2.0, so it should work. What platform and GPU are you using? If you have a lot of textures or FBOs allocated, try disabling that to free up more memory for...
  12. Replies
    7
    Views
    3,542

    Using a vertex buffer object (VBO) will help, if...

    Using a vertex buffer object (VBO) will help, if you are not already doing that. VBO typically performs better than ordinary vertex arrays or triangle strips, particularly when the number of...
  13. Replies
    4
    Views
    2,602

    This is really different than what I thought you...

    This is really different than what I thought you were describing. I'm not sure this will work, but I think you would need to specify the texture dimensions as 2048 x 2048 to glTexImage2D() and then...
  14. Replies
    4
    Views
    2,602

    I think you have the right idea of using multiple...

    I think you have the right idea of using multiple 2D textures and I guess you are converting the luminance values to RGB in the fragment shader? That is commonly done as YCrCb to RGB color space...
  15. Yes, in OpenGL ES, when you attach the second...

    Yes, in OpenGL ES, when you attach the second shader to the program object, it would simply replace the first one.

    The usual solution is to include functions in the source before compiling, as...
  16. Hi Jonathan, I don't see how attaching...

    Hi Jonathan,

    I don't see how attaching multiple shader objects of the same type to a single program object can work. When you call glUseProgram() there is no parameter that specifies which...
  17. Re: how to prevent texture skewness while scaling and rotati

    Hello,

    Your code is OpenGL ES 1.1, not 2.0.

    I'm not sure you can use negative values for glScalef()? To scale down you should use values between 0.0f and 1.0f. For example,...
  18. Replies
    1
    Views
    3,084

    Re: Problem with gl_position in shaders

    ALL of OpenGL ES 1.1 and 2.0 is limited to single precision float, including GLSL ES.

    In order for gl_Position to benefit from double precision, you would need a very large display to be able to...
  19. Re: Position light fixed when rotate object

    Examples of this sort of thing are easy to find in books or in the Training Course of the PowerVR SDK, which you can download from:

    http://www.imgtec.com/powervr/insider/p ... nsider.asp

    Start...
  20. Replies
    1
    Views
    1,989

    Re: render to renderbuffer image

    Rendering to a RenderBuffer does not work on platforms that I have tried (OMAP). It's a feature that nobody seems to use because the only thing you can do with the RenderBuffer would be to read it...
  21. Re: Displacement texture Mapping in opengles

    For learning OpenGL ES 1.1 and 2.0, I highly recommend the PowerVR SDK which you can download from:

    http://www.imgtec.com/powervr/insider/s ... /index.asp

    Start with either the Windows or OSX...
  22. Re: How to make eyes and mouth in a image animated and displ

    For learning OpenGL ES 1.1 and 2.0, I highly recommend the PowerVR SDK which you can download from:

    http://www.imgtec.com/powervr/insider/s ... /index.asp

    Start with either the Windows or OSX...
  23. Re: Converting changeable bitmap to a "GLTexture" on Android

    Hello,

    What you are trying to do is called texture streaming, which OpenGL ES does not support directly. But, I recently wrote some articles on OpenGL ES which will help. The first one shows...
  24. Replies
    2
    Views
    2,715

    Re: move camera with keyboard function

    Your code is regular OpenGL and not OpenGL ES, but I think you need to switch the matrix mode back to GL_PROJECTION mode before you call gluLookAt().

    Try adding this before the gluLookat()...
  25. Replies
    3
    Views
    2,323

    Re: OES/EXT/ARB_framebuffer_object

    If you use extensions, your app must query to check that each extension you use is available. If you need one that is not available, then your app has to work around without using the extension.
    ...
Results 1 to 25 of 64
Page 1 of 3 1 2 3