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

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Understanding how to go from a scene to what's actually rendered to screen in OpenGL?

I want something that explains step by step how, after setting up a simple scene I can go from that 'world' space, to what's finally rendered on my screen (ie, actually implement something). I need ...
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1k views

Move a 2D square on y-axis on Android GLES2

I am trying to create a simple game for Android. To start, I am trying to make the square move down the y-axis, but the way I am doing it, it doesn't move the square at all and I can't find any ...
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1answer
741 views

OpenGL ES 2 - glSwapBuffers?

this is what i do to blit FBO onto screen in ViewController: [m_Context presentRenderbuffer:GL_RENDERBUFFER]; but i need something like glSwapBuffers, so that i can call it somewhere from the ...
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1answer
385 views

Straightforward guidelines for converting OpenGL to OpenGL ES?

Is there a straightforward list of finite steps that I need to follow to convert an OpenGL program into an OpenGL ES that's used on the iPhone and iPad? I'd be using GLKit. I've seen some similar API ...
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2answers
1k views

Could someone explain why my world reconstructed from depth position is incorrect?

I am attempting to reconstruct the world position in the fragment shader from a depth texture. I pass in the 8 frustum points in world space and interpolate them across fragments and then interpolate ...
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2answers
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Can I use PBOs for textures in iOS?

As far as I can see, there is no GL_PIXEL_UNPACK_BUFFER. Also, the OpenGL ES 2.0 specification (and as far as I know, no iOS device currently supports OpenGL ES > 2.0) states that glMapBufferOES() can ...
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0answers
1k views

Touchscreen panning in OpenGL ES 2.0

I'm trying to allow the user to pan a 2D scene by using the touch screen. I have tried several methods including translating the projection matrix, translating the view matrix and haven't found ...
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1answer
629 views

Can glTexImage2D() use an already existing memory block?

Can I use glTexImage2D() and / or glTexSubImage2D() (or maybe there's some other method I don't know about) with an already existing block of memory, instead of always uploading the changed pixels? I ...
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4answers
1k views

Should I use a VBO if the vertex data changes from time to time?

If I have a very large number of vertices, but they're static for about 70% - 80% of their life time, should I use a VBO for them? If so, what usage should I specify? This doesn't sound like a case ...
3
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1answer
233 views

Why did an Android update disable the textures in my game?

I recently updated my tablet to Android 4.0.3 and now the textures for my game do not show up. I'm using OpenGL-ES 2.0 for my engine. It worked fine when I was running android 3.0. Is there any ...
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1answer
8k views

OpenGL ES 2 on Android: native window

According to OGLES specification, we have the following definition: EGLSurface eglCreateWindowSurface(EGLDisplay display, EGLConfig config, ...
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1answer
1k views

Android device - C++ OpenGL 2: eglCreateWindowSurface invalid

I am trying to debug and run OGLES on Native C++ in my Android device in order to implement a native 3D game for mobile smart phones. The point is that I got an error and see no reason for that. Here ...
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2answers
602 views

In OpenGl ES 2, should I allocate multiple transformation matrices?

In OpenGl ES 2, should I declare just one transformation matrix, and share it across all objects or should I declare a transformation matrix in each object that needs it? for clarification... ...
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1answer
5k views

OpenGL ES 2.0 gluUnProject

I've spent more time than I should trying to get my ray picking program working. I'm pretty convinced my math is solid with respect to line plane intersection, but I believe the problem lies with the ...
2
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2answers
690 views

Horizontal wrapping with AndEngine

How would one implement the effect of a sprite disappearing on one side of the screen and appearing on the other using AndEngine? Like in Kid Icarus, seen here at around 1:22.
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1answer
812 views

Android opengles 2.0 :different resolutions rendering and input

I'm currently developing a sprite based 2D game for android using opengles 2.0. I've got some basic rendering done that mimics the spritebatch functionality of xna (draw sprite, rotation, color). But ...
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1answer
801 views

Integration of LibRocket and Android

I am using OpenGL ES 2.0 to create a 2D game for Android 2.2 and was planning on using LibRocket for the GUI. Does anyone have any links or knowledge they would share on how to integrate LibRocket ...
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0answers
195 views

Creation of .des files from .png files? [closed]

A DES file is text file. In this file you can find information about the atlas(sprrite sheet) file including: where to find atlas (sprite sheet) image AND describe the position of original image on ...
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1answer
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How can I organize render and transformation data in a scalable fashion?

I am writing for OpenGL 2.0 and in the future porting to OpenGL ES 2.0. I only use VBOs and shaders (no immediate mode, no vertex arrays). I already have working solutions, they just... feel wrong. ...
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1answer
1k views

Z rotation causing skew Android OpenGL ES 2.0

If I rotate about the X, or Y axis there is no skewing however for a pure 2D game that does not help me. When I try to rotate about the Z axis however the quad I am rendering for the sprite starts to ...
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3answers
1k views

iOS - pass UIImage to shader as texture

I am trying to pass UIImage to GLSL shader. The fragment shader is: varying highp vec2 textureCoordinate; uniform sampler2D inputImageTexture; uniform sampler2D inputImageTexture2; void main() { ...
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2answers
3k views

What is the proper use of CADisplayLink, and where do I put game logic?

I have an iOS OpenGL ES 2.0 game and currently have a CADisplayLink with a :render method. In this render method I do all the game's logic updates and drawing. Is this correct? Or should my game ...
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1answer
3k views

in iOS, does CADisplayLink automatically control the app's 'timestep'?

I'm writing an iOS game that uses OpenGL ES 2.0. I have my 'OpenGLView' which contains a - (void)setupDisplayLink { CADisplayLink* displayLink = [CADisplayLink displayLinkWithTarget:self ...
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3answers
2k views

How can I draw crisp per-pixel images with OpenGL ES on Android?

I have made many Android applications and games in Java before, however I am very new to OpenGL ES. Using guides online, I have made simple things in OpenGL ES, including a simple triangle and a cube. ...
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2answers
647 views

Draws fine in full OpenGL; not drawing anything in Chrome NaCL

I'm appealing to people's psychic debugging skills: I have an OpenGL app that uses shaders and attributes in uploaded VBOs exclusively. It runs fine on the desktop (Linux with integrated Intel ...
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3answers
4k views

How can I bend an object in OpenGL?

Is there a way one could bend an object, like a cylinder or a plane using OpenGL? I'm an OpenGL beginner (I'm using OpenGL ES 2.0, if that matters, although I suspect, math matters most in this case, ...
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1answer
992 views

gluLookAt on OpenGLES2

gluLookAt is not available in OpenGLES 2. OpenGLES 2 is also using floats not doubles. Taking the description on the gluLookAt man-page, I have implemented it like this: void ...
5
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1answer
2k views

Optional samplers in shaders

I have a scene. Sometimes I draw untextured, coloured, semi-transparent triangles, sometimes I texture them, and I draw a lot of both in a fairly interleaved manner. In a fixed function pipeline the ...
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2answers
2k views

Recreating assets after onResume()

After onPause is called for the GLSurfaceView the rendering surface is destroyed, along with all the textures, shaders and the like. On onResume() should the surface not be recreated and GLRenderer ...
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1answer
1k views

How can I create an orthographic display that handles different screen dimensions?

I'm trying to create an iPad/iPhone game using GLES2.0 that contains a 3D scene with a heads-up-display/GUI overlaid on the top. However, this problem would also apply if I were to port my game to a ...
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2answers
1k views

Getting the number of fragments which passed the depth test

In "modern" environments, the "NV Occlusion Query" extension provides a method to get the number of fragments which passed the depth test. However, on the iPad / iPhone using OpenGL ES, the extension ...
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2answers
1k views

What is causing these visual artifacts on my OpenGL sprites?

What could be the cause of the defects in my characters sprite? I am using OpenGL ES 2.0. I draw my sprites in a sprite batch that uses UV coordinates from one large texture atlas. If you look around ...
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1answer
601 views

Open GL ES 2.0 Android Texture,Shader, etc… loading

I have gotten texture's to load along with shader's however it seems that I can only create shaders and textures in onSurfaceCreated in my implementation of the render interface. Is this truly the ...
2
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1answer
3k views

How can I write only to the stencil buffer in OpenGL ES 2.0?

I'd like to write to the stencil buffer without incurring the cost of my expensive shaders. As I understand it, I write to the stencil buffer as a 'side effect' of rendering something. In this first ...
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0answers
708 views

Rotation deforming mesh (Opengl ES 2.0)

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 ...
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4answers
538 views

How can I support scrolling when using batched rendering for my tiles?

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 ...
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1answer
2k views

How should I move 2D objects in OpenGL ES 2?

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 = ...
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4answers
7k views

Is deferred rendering/shading possible with OpenGL ES 2.0 ?

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 ...
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2answers
2k views

Are there any OpenGL ES 2.0 examples for JOGL?

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 ...
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2answers
915 views

How does OpenGL-ES 2 assemble primitives?

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 ...