I'm trying to render a rotating cube on Opengl ES 2.0, using some math classes I wrote (based on a lot of online and offline info) for quaternions, matrixes and the like. As far as I know all the math ...
I have tiled map 100*75 and tiles are 32*32 pixel.I want to use batching for performance .I don't figure it out , because of my game needs scrolling and every frame i draw 22*16 tiles (my screen is ...
I'm working on a project using opengl-es 2.0, and I'm having some trouble setting up perspective projection. If I don't set up the perspective projection and simply multiply the object-to-world ...
I am a bit confused about what I need to move a basic square. Should I use a translation matrix or just change the object vertices? Which one is better? I use a simple vertex shader, gl_Position = ...
I asked this on StackOverflow, but it might make more sense here: Has anyone implemented deferred rendering/shading under OpenGL ES 2.0? It doesn't support MRTs, so with only one color buffer, it's ...
I've scoured the internet for the last few hours looking for an example of how to run even the most basic OpenGL ES 2 example using JOGL but "by Jupiter!" it has been a total fail. I tried ...
Two things I'm quite confused about. 1) OpenGL ES 2.0 creates primitives before the vertex shader is invoked. Why, then, does it not automatically provide the vertex shader the position of the ...