Questions tagged [opengl-es2]

OpenGL ES 2.0 emphasizes a programmable 3D graphics pipeline (comparing to fixed-function pipeline of OpenGL ES 1.1).

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Running a standalone Godot application on a Yocto 2.6 system with OpenGL3.0/ES2.0 hardware

I have an application that displays construction machines like excavators or snow groomers. The application is built on my company's custom engine, but I am trying to find out if I can port it to a ...
Kadir Erdem Demir's user avatar
-1 votes
1 answer
43 views

does texture image format matter for opengl 2?

So, from what I gathered, rendering engines take common image formats like PNG or JPG and convert them into their favored formats, such as Targa or DDS. Does it mean that using the already converted ...
Cei's user avatar
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lag spikes and low fps

fighting up to two dozen enemies at once the game runs perfeclty smooth... 30 enemies and the game starts to go from the 300-480 fps down to 30-180.... 60 enemies and all attacking at once...the game ...
Cei's user avatar
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7 votes
2 answers
6k views

Can I just convert everything in godot to C#

Does godot 3.5.1 support C# fully ? Like does C# for godot have all the same methods that GDscript has? I'm asking because I remember trying to learn gamedev a long time ago with C++, I was overwelmed ...
Cei's user avatar
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1 answer
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how to load all players once?

In tera online when you enter a battleground or go into a city with hub with hundreds of players all in one place, The game has to download the faces, hairstyles... armors and weapons of every single ...
Cei's user avatar
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1 vote
1 answer
318 views

How to add weapon trail to sword swings?

I want to add the translucent blue swish following the sword when it is swung, but I don't even know what to call it, so I can't search it.
Cei's user avatar
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1 vote
1 answer
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Minimap doesn't see the terrain

The minimap does follow the player movement and does everything a minimap should be able to do... except it doesn't see the land...only the sea even tho land and sea are on the same maks level Camera ...
Cei's user avatar
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2 votes
1 answer
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How to increase Godot render distance?

I've tried changing the viewport far distance under view > settings, from 500 to 500 000 and nothing changes in game. The player can only see roughly 90-120 ...
Cei's user avatar
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2 answers
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Arrows that deal more damage to targets moving towards them and less to targets moving away

In real life if you shoot an arrow towards a target that is running towards you. The targets velocity increases the damage that arrow's velocity would cause. If the target is moving away from the ...
Cei's user avatar
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creating an open world island: Am I doing this correctly?

replicating minecraft but with better graphics is a pain (even very simple things using minecraft like chunks lag incredibly), so I'm just creating an open world that can be destroyed using some ...
Cei's user avatar
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Second texture is black

I want to use two png pictures as textures. Then I want to set textureId as attribute to each vertex. My vertex shader: ...
plomba's user avatar
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0 votes
1 answer
217 views

Why does the triangle rendered by OpenGL ES 2.0 , with SDL 2.0 context, vanishes after a single render, if events are not polled?

I was experimenting with OpenGL ES 2.0 and being new to OpenGL, I was trying to render a simple triangle. But I was shocked to see that, if I do not call ...
Aravind A's user avatar
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1 vote
1 answer
240 views

Why do I have additional glBindBuffer() calls?

I have a OpenGL2/OpenGLES2 application and it among others renders a sphere using the following pseudocode: Update vertices data on CPU call glBufferSubData(GL_ARRAY_BUFFER, ...) to update them on ...
blackcat's user avatar
1 vote
0 answers
242 views

Techniques for cursor snap-to-vertex in WebGL or OpenGL?

What's a technique for snapping the mouse pointer to vertices in WebGL or OpenGL? All I need is the vertex position, no other info. Ideally, I'd like to do this without needing to keep positions and ...
xeolabs's user avatar
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1 answer
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Proper way to supply different textures and multiply matrices for thousand of terrain meshes

What I have Terrain chunks of size 64x64 meters in a custom format PVR textures OpenGLES2 renderer GLSL shader None of the above can be changed in any way, i.e. I can't modify the existing code of ...
lolbas's user avatar
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1 vote
0 answers
399 views

Godot speed up mobile HTML5 Export GLES2 load time

I got a small Godot project that should be played on mobile devices, however the load time of a GLES2/ HTML5 export project of Godot takes 20+ seconds to load from the server. To decrease the load ...
DominoDev's user avatar
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2 votes
1 answer
1k views

Godot 3.1.2: Black lines / borders around Sprite

In Godot 3.1.2 using OpenGL ES2, black borders/ lines seem to form around some sprites I have imported. Usually they appear on top of the sprite but can also "border" around it. Being new to Godot ...
DominoDev's user avatar
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0 answers
45 views

How to debug shaders running on Android 4.x devices?

I have tried some of the existing inspectors such as RenderDoc and gapid, but none of them can be used with Android 4.x. Latest version of gapid requires Android 6.0 and RenderDoc requires Android 5.0....
zwcloud's user avatar
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1 vote
1 answer
411 views

Puting all vertex attributes of a scene into a single VBO

I'm rendering various elements in OpenGL ES 2 on Android, and I'd like to pack the vertex attributes of the whole scene into a single vertex buffer object (VBO). My question is, if these objects have ...
Rodia's user avatar
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1 vote
1 answer
111 views

OpenGL strange depth test behavior

I have a simple OpenGL program that renders terrain with a texture. It exhibits some strange behaviors (see video) that look similar to depth test issues. However, I have already enabled depth test. ...
user8908459's user avatar
0 votes
1 answer
802 views

How to keep track of (count) vertices processed so far in GL ES SL 2.0 vertex shader?

I'm trying to learn how to use GLSL ES 2.0. In OpenGL ES 2.0, there is no gl_VertexID keyword to obtain the number of vertices processed so far. So I was wondering ...
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0 votes
1 answer
198 views

Concerns about how to efficiently implement sprite atlas

I currently transform (translate, rotate, scale) a bunch of vertices in my own Java code, then populate an mPositions array and an ...
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4 votes
1 answer
404 views

Removing texture wrapping artifacts in OpenGLES

I'm drawing an 2D array of cubes in 3D space using OpenGLES. The texture that I have bound is spritesheet-style; that is, it's multiple textures packed into one. If you look closely at the front of ...
AldaronLau's user avatar
3 votes
0 answers
209 views

How to use large texture atlases in my shaders on mobile devices

This is a frustrating discovery. I have ported my desktop game to mobile and discovered that floating point precision in my shaders is not good. I have large animations which I store per frame on a ...
Dan's user avatar
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1 vote
1 answer
354 views

OpenGL Texture from Raw Data Not Rendering Correctly

Starting off the class in question is here: ...
Andy A's user avatar
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1 vote
1 answer
676 views

Random FPS drop with OpenGLES 2.0 on android, sudden white screen with Vulkan

I'm having a problem with my 2D game on Android. When I use OpenGLES 2.0 as the graphics API, I experience sudden FPS drops in the game. The game starts to slow down sometimes randomly, And it can ...
Paiman Roointan's user avatar
0 votes
1 answer
104 views

Which part of the frustum sits at the eye position?

In Java I create a frustum projection matrix via Matrix.frustumM(projMatrix, 0, left, right, bottom top, near, far); and a view matrix via ...
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1 vote
0 answers
65 views

Why can't I use C routines to load files in Android NDK?

I have successfully rendered a triangle with a hard coded shader using NativeActivity of Android NDK. Now I have the requirement to load a shader file. I tried to ...
Ankit singh kushwah's user avatar
0 votes
1 answer
464 views

Billboard quad in same draw call?

I am currently drawing a isometric world in 3D, meaning the floors and walls are all quads aligned to the original axis in the world and using a rotated orthogonal camera to "distort" the images into ...
Madmenyo's user avatar
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1 vote
1 answer
382 views

GLSL shader time uniform freezed?

I have a simple fragment shader to simulate "falling water". I'm using Ogre3D and opengles2, this is my code: ...
EzeEst's user avatar
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3 votes
1 answer
607 views

OpenGL ES 2.0 cannot understand how to use 2D ortho projection and shaders

I am migrating an app that draws on OpenGL ES 1.0 to OpenGL ES 2.0. The app used to draw multiple 2D triangles, as a vertex array, where the vertices matched the pixels on screen. I made a sample ...
Yaroslav Mytkalyk's user avatar
2 votes
1 answer
172 views

Texture being rendered to main frame buffer?

I'm using Ogre 1.10.12 (openglES2 as render system) to create a manual texture like this: ...
EzeEst's user avatar
  • 83
0 votes
0 answers
78 views

Rendering artifacts on edges in Cardboard VR OpenGL ES 2

Unity beginner here. I've encountered this weird rendering artifacts in my Cardboard VR app on Android OpenGL ES 2: https://youtu.be/uJm4d3MwbRo It doesn't occur in WebGL build: http://senovsky.wz.cz/...
Nikola Šenovský's user avatar
3 votes
0 answers
238 views

Game Maker Studio 2, Shaders not working as intended in webbrowsers on mac

The shader output of my html5 game in Game Maker Studio 2 looks wrong on webbrowsers on MacOS. Sometimes the shaders lack completely and at other times the shader colors look completely different. ...
RomeoTheWizard's user avatar
5 votes
1 answer
230 views

OpenGL self-test in a mobile game

I've made an Android game that uses no/custom game engine. It renders using OpenGL ES 2.0 and optionally uses some extensions for optimization or extra effects. Over the time I have dealt with various ...
michalsrb's user avatar
  • 166
3 votes
2 answers
802 views

Roads rendering over 3D terrain

I've got a 3D terrain that consists of many heightmap-based tiles. I need to render multiple roads over the tile. By now I simply subdivide road into tile pieces then generate a decal per each tile. ...
shtille's user avatar
  • 31
0 votes
3 answers
2k views

OpenGL ES 2.0 Shadow Mapping - depth only FBO not working due to GL_FRAMEBUFFER_INCOMPLETE_ATTACHMEN

I am trying to add simple shadow mapping to my friends gles 2.0 app. It is based on gles 2.0 and PowerVR SDK. The problem I encounter is that FBO is not valid due to ...
Kacper Kleczewski's user avatar
1 vote
0 answers
86 views

Choosing size of frustum based on objects

I would like to show camera frames using OpenGL and rotate the frame in 3D. The frame is placed at (0,0,-frameDepth), and will rotate about the origin. Should I decide the size of frustum based on ...
Crearo Rotar's user avatar
-1 votes
1 answer
734 views

Issues making a gradient square in glsl es 2.0, Gamemaker Studio 2.0

I made a triangle list with 4 triangles, having the middle point a different color. And then aim to combine the triangles to get a nice gradient. But the edges of the triangles create unwanted lines, ...
RomeoTheWizard's user avatar
1 vote
1 answer
152 views

glVertexAttribPointer alters completely different shader program

My program contains two shader programs in it. The following code is for preparing one of the shader program's attributes: ...
cpp plus 1's user avatar
-1 votes
2 answers
492 views

Estimated cost of calling glAttachShader() and glUseProgram()

My program doesn't contain many vertices (about 200 vertices total, and all are animated), and I was wondering if it would be worth it to create two different sets of fragment and vertex shaders -- ...
cpp plus 1's user avatar
0 votes
1 answer
817 views

GLfloat vs GLfixed vs GLint performance in 2017

Some people claim that floats should be used for rendering vertices in modern graphics cards, because graphics cards are optimized for floating-point arithmetic and therefore, integer calculations are ...
Cpp plus 1's user avatar
0 votes
1 answer
149 views

Should I draw a button using a single shape (triangle list) and draw call, or multiple shapes and draw calls (triangle strip and line lists)?

I know this is too simple for performance improvements to make much of a difference, but I find that knowing this information would be simple for many future scenarios. Basically, what I am trying to ...
Cpp plus 1's user avatar
0 votes
1 answer
100 views

Android - Google play - enable download app for devices that supports opengl extension

I am using OpenGL ES 2 in my game. However, for simplicity i have used some extensions like VAO. Is there a way, how to disable dowloading of my app for devices, that do not support this (and other) ...
Martin Perry's user avatar
  • 1,106
1 vote
1 answer
155 views

Strange gpu glitch

I've recently tried to run my game in a new hardware (arm a17 processor, Mali-T760) and the result is quite bad, as you can see in the images below seems that the polygon's coordinates are clamped to ...
EzeEst's user avatar
  • 83
2 votes
2 answers
673 views

IOS very simple 2d engine/api rendering showdown [closed]

So after taking some time running through a course, I believe I have enough experience with referring back to the course how to make the game I wish to all apart from one thing. How to draw the game ...
user avatar
1 vote
1 answer
1k views

Unpacking Sprite Sheet Into 2D Texture Array

I am using WebGL 2. A tag for it does not exist but it should. I have a 10x10 sprite sheet of squares that are 16x16 pixels in size (all in one PNG image). I'd like to create a 2D texture array out ...
Lucien's user avatar
  • 1,156
1 vote
1 answer
236 views

Can ANGLE OpenGL ES 2.0 use the same color / depth surface as Direct3D11?

Lets just assume I have some simple OpenGL ES 2.0 code that renders a box with depth writing / testing. Is it possible to put this box in a middle of a Direct3D11 scene using angle? The MS angle ...
default's user avatar
  • 747
0 votes
1 answer
86 views

What causes undefined geometry to be drawn?

I am currently using the polygonSpriteBatch of libgdx to draw triangles, rectangles and a concave polygon as border. After adding the concave polygon for the colored borders everything seems to break ...
mrcdnk's user avatar
  • 25
1 vote
1 answer
97 views

Perspective projection in Open GL

I am trying to convert a 3d point into a 2d point using a perspective projection. I'm new to OpenGL and may not have fully understood how this works. How exactly do I calculate the near and far values?...
Kirit Thadaka's user avatar

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