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

learn more… | top users | synonyms

0
votes
1answer
77 views

Storing object position and rotation

I only superficially understand the idea and I can't find any thorough explanation (partially because I can't find very good keywords to Google - English is not my first language): Although I ...
1
vote
1answer
195 views

Drawing flaming letters in 3D with OpenGL ES 2.0

I am a bit confused about how to achieve this. What I want is to "draw with flames". I have achieved this with textures successfully, but now my concern is about doing this with particles to achieve ...
0
votes
0answers
90 views

Very basic OpenGL ES 2 error

This is an incredibly simple shader, yet I'm having a lot of trouble understanding what's wrong with it. I'm trying to send a float to my fragment shader. Its purpose is to adjust the alpha of the ...
7
votes
1answer
327 views

How do I reconfigure my GLES frame buffer after a rotation?

Note: In order to keep the question as simple as possible, I am actively changing the body of the question to reflect the current state of affairs, instead of adding stuff at the bottom. I am ...
0
votes
0answers
208 views

Displaying and updating score in Android (OpenGL ES 2)

I'm using a FrameLayout where I have a GLSurfaceView at the bottom and a few Views on top of it. One of those Views is a TextView that displays the current score. Here's how I'm updating the score ...
0
votes
1answer
114 views

glGetActiveAttrib on Android NDK

In my code-base I need to link the vertex declarations from a mesh to the attributes of a shader. To do this I retrieve all the attribute names after linking the shader. I use the following code (with ...
0
votes
1answer
223 views

Progress bar in Super Hexagon using OpenGL ES 2 (Android)

I'm wondering how the progress bar in Super Hexagon was made. (see image, top left) Actually I am not very sure how to implement a progress bar at all using OpenGL ES 2 on Android, but I am asking ...
0
votes
2answers
334 views

OpenGL 2.0 - How to swap buffers for color picking

I'm trying to reproduce color picking on iOS, following the technique described here: http://www.lighthouse3d.com/opengl/picking/index.php3?openglway2, with OpenGL ES 2.0. When the user touches the ...
1
vote
1answer
148 views

Brighter pixels around area (OpenGL ES 2)

I'm trying to achieve an effect like in the image bellow. Basically I will have a 2D texture and I want a small area around a point (let's call it "light source") to be slightly better lit (i.e. be ...
1
vote
1answer
205 views

In 3D camera math, calculate what Z depth is pixel unity for a given FOV

I am working in iOS and OpenGL ES 2.0. Through trial and error I've figured out a frustum to where at a specific z depth pixels drawn are 1 to 1 with my source textures. So 1 pixel in my texture is ...
0
votes
0answers
87 views

Threading in Android OpenGL ES 2.0

Background I've encountered a strange issue when testing my level-select screen. I have 20 levels and display the 'select buttons' for them in 2 rows of 10 (I did this rather than display 4 rows of ...
0
votes
2answers
185 views

OpenGL ES 2 jittery camera movement

First of all, I am aware that there's no camera in OpenGL (ES 2), but from my understanding proper manipulation of the projection matrix can simulate the concept of a camera. What I'm trying to do ...
0
votes
1answer
550 views

Is ETC2 Texture Compression available in OpenGL ES 2.0?

However, I have an ES 2.0 app and would like to use ETC2 texture compression if it is available (i.e. I am running on a device that supports ES 3.0 standard). Is it possible to use ETC2 in ES ...
1
vote
1answer
160 views

OpenGL and atlas

I'm trying to draw element from a texture atlas with OpenGL ES 2. Currently, I'm drawing my elements using something like that in the shader: uniform mat4 uCamera; uniform mat4 uModel; attribute ...
0
votes
0answers
120 views

Moving objects smoothly, bad perfomance

I just finished developing my mini-game on Android and I got some questions about perfomance and generally "how to": If I have 25+ objects on the creeen (just a polygon with 7-8 angles) its starts to ...
1
vote
2answers
843 views

How can I read from multiple textures in an OpenGL ES 2 shader?

How can I enable more than one texture in OpenGL ES 2 so that I can sample from all of them in my shader? For example, I'm trying to read from two different textures in my shader for the player's car. ...
0
votes
1answer
146 views

Normal Map Issues

I'm experiencing a very strange result in my very simple normal map implementation on iOS 7 - OpenGL ES 2.0. I'm only using the bare parameters necessary and I'm also skipping on all the tangent and ...
1
vote
0answers
249 views

Android and OpenGL, single thread vs double thread [on hold]

I'm trying to optimize my Android OpenGL ES 2.0 application, and I find myself being CPU bound. After googling, I've found this, which suggest to use a thread for updating objects, and a thread for ...
10
votes
5answers
3k views

2D collision detection

Let's assume I'm using this character. How would you implement collision detection for it? Using a bounding box doesn't seem to be a good approximation, because the bird's shape is nowhere near a ...
1
vote
1answer
378 views

How should I implement a Game Over menu in Android?

By Game Over menu, I mean a menu displayed when you die, with an option to play again. I have two approaches in mind: Use OpenGL Have some button textures ready. When the character dies, draw ...
0
votes
0answers
158 views

glsl fragment shader work diffrently on different devices

i'm making a 2d android game where i have a mechanics that allow the player to move the camera away from the main character, and to not allow him to explore the hole world, a have create a Fog shader, ...
1
vote
2answers
180 views

Circular dependency when creating entities

I have the following problem: I have a a class called Stage, that keeps an list of entities, which it iterates over every update loop, and updates them. One of these entities might be a weapon (PEW ...
1
vote
0answers
192 views

iOS OpenGLES - Multithread Game loop - Render and Update

I am trying to implementing multi-threaded game loop in iOS. (Actaully, two thread - Render and Update) This is my structure. Update Loop Has logic and at the end of loop, save update state. ...
1
vote
2answers
197 views

Howdo I create differently sized texture atlases for different screen sizes?

I am beginning game development and using texture atlases. I've created textures based on the resolution 1920x1080, so I created a 1024x1024 size Texture Atlas for storing multiple graphics. If the ...
6
votes
1answer
269 views

overlapping 3d particles not blending nicely when at the same z

I'm working on a 3d particle emitter. It's going pretty good but I'm still having a problem with triangle sorting. As you can see in the photos, there are some particles that are not blending ...
1
vote
2answers
165 views

matrix to rotate a vector to a known arbitrary axis

Let's say I have a vector V (v.x,v.y,v.z) which is normalized and points somewhere in 3d space. And that I have another vector Z of (0,0,1). Knowing only these two things I'm looking for a ...
1
vote
2answers
205 views

Adding an angle variance to a 3d vector

I am converting a particle emitter from 2d to 3d. In the 2d system the original coder used a random angle variance and added it to the angle. So it would be something like: thisAngle = emitterAngle ...
5
votes
3answers
694 views

How do I send multiple matrices to a vertex shader?

I'm practising animations using bones/skinning. I am trying to send the shader one matrix per vertex. I can think of these two approaches. Method 1 I have one uniform handle for each bone matrix ...
0
votes
1answer
74 views

What is the correct Order of Operations on OpenGL 2.0 Loading Texture in condense format?

I have come across a problem when I am loading a single texture onto a single quad, and this problem persisted during the planning phases of my project, before starting my development phase. I am ...
3
votes
1answer
189 views

Texture mapping a complex object on openGL ES

I dont have much experience with openGL ES (or openGL), but i do get the general idea of texture mapping, which is each vertex should be mapped for the relevant UV coordinates of the texture we choose ...
2
votes
1answer
314 views

How do I draw an animated object in OpenGL ES?

I have a VBO, which I initialise like this (just an example): - (void)setupVBOs { GLuint vertexBuffer; glGenBuffers(1, &vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); ...
0
votes
2answers
189 views

Manage shader parameters

I'm making some test with OpenGL and I've got a problem with my application design. Currently, I've got something like that in pseudo code: // Ask to draw a given scene. renderer->drawScene( ...
1
vote
1answer
99 views

Run OpenGL shader on part of a texture

How do I run an OpenGL shader on just a portion of an off screen texture and leave the rest of the texture unmodified? Are there any calls that restrict the sampled pixels to just a rectangle or do I ...
0
votes
1answer
380 views

libgdx game process dies on loading texture atlases

I try to load a lot of texture atlases (10) with approximately 5 (~2048x~2048)(not using PoT) .pngs each. I'm using AssetManager and there is no trouble with it on my pc but when I try it on my tablet ...
0
votes
1answer
298 views

Should I delete the textures I use in OpenGL ES 2 (Android)?

Say I have a skybox and the user can choose out of 2 sets of 6 textures (one for each face of the cube) to use on that skybox. For example if user selects set A, I load the textures ...
2
votes
2answers
179 views

What are the pros. and cons. of different representations a custom geometry format for a mobile based engine?

I am trying to create 3D model importer for my mobile based engine. These are what I am considering: Convert .obj file to text based structure like JSON or custom. So, basically, convert .obj ...
5
votes
1answer
122 views

portal cutoff effect

I want a 3D Mesh to come out of a flat portal. Only the part of the mesh that's coming out of the portal should be rendered, so the mesh should be cut off or sliced until it's fully outside the ...
0
votes
1answer
154 views

Sphere turns to ellipsoid further away from origin (OpenGL ES 2, Android)

I'm not even sure what code to share, but maybe someone's been in a similar situation or has a good suggestion. I'm basically rendering a sphere in the middle of the screen (placed at (0, 0, 0)) and ...
2
votes
0answers
152 views

OpenGL transparent framebuffer texture

I'm trying to implement atmospheric glow like this. It was a huge pain to get it done, since I'm new to FBO and OpenGL, but I managed to do something similar to what the OP wanted. I followed his ...
1
vote
1answer
470 views

iOS: OpenGL ES 2.0 render texture with glScissor performance

I have drawn image with OpenGL and will redraw tile of its texture (non filled area). Which case will work faster? Set glViewport with full texture's rect, draw full texture and use glScissor ...
0
votes
2answers
298 views

OpenGL ES, orthopgraphics projection and viewport

I want to make some simple 2D game on iOS to familiarize myself with OpenGL ES. I started with Ray Wenderlich tutorial (How To Create A Simple 2D iPhone Game with OpenGL ES 2.0 and GLKit). That ...
3
votes
0answers
92 views

Using GLES 2.0 producing a blank screen after the game is quit in LibGDX [closed]

I am making a 2D tile based game in LibGDX. I am using Scene2D Stage in my Screens. I am also using GLES2.0 in my game. When I changed from GL10 to GL20. On pressing the back button, my game is ...
0
votes
1answer
923 views

Rotation about a point in OpenGL ES 2 (Android)

I'm trying to implement rotation about a point (the origin) using quaternions. My camera is at (0, 0, 3). I'm applying all the operations to the view matrix. Basically my rotation is at the moment not ...
0
votes
1answer
122 views

Unit conversion for physics

I'm doing the physics for a 2D game which visuals are represented in openGl. Gravity is 9,8 m/s^2, how do i convert that to my screen size? OpenGl sets width to -1 to 1, and does aspect ratio of the ...
0
votes
0answers
247 views

How to create a shining sun in OpenGL ES 2 (on Android)

Let's say I created a space scene in OpenGL ES 2 similar to this one: At the moment my sun is just a small texture similar to the one in the image that I place somewhere far, but it obviously looks ...
0
votes
1answer
134 views

Particles placed in the middle of the screen (OpenGL ES 2 / Android)

It seems like each of my particles is placed at (0, 0, 0) even though I'm setting different positions for each of them (debugger also confirms this). It must be something really silly that I'm ...
1
vote
2answers
149 views

How can I handle shadowing of a planet's rings by the planet itself?

I assume the most straightforward way to draw planetary rings (such as those around Saturn) is to use a texture that is transparent everywhere except for the rings, and then place the planet in the ...
0
votes
1answer
247 views

Swaying tree in OpenGL ES 2

I've seen this many times, but I have no idea what's the best way to achieve it. I am looking for something close to, for example, this: Lonely Tree Live Wallpaper I have two approaches in mind: one ...
0
votes
0answers
51 views

Create quad from texture and screen metrics

If I have a texture with known metrics (pixel size, byte type) and a GL surface to render to of a know density and measures, and I want to draw a quad composed of two triangles that correspond to the ...
0
votes
1answer
432 views

Android OpenGL ES 2 framebuffer not working properly

I'm trying to understand how framebuffers work. In order to achieve that, I want to draw a very basic triangle to a framebuffer texture and then draw the resulting texture to a quad on the default ...