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

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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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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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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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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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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 ...
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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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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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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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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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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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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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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 ...