OpenGL ES 2.0 emphasizes a programmable 3D graphics pipeline (comparing to fixed-function pipeline of OpenGL ES 1.1).
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votes
4answers
901 views
Should we always prefer OpenGL ES version 2 over version 1.x
OpengGL ES version 2 goes a long way into changing the development paradigm that was established with OpenGL ES 1.x. You have shaders which you can chain together to apply varios effects/transforms to ...
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votes
0answers
371 views
exporting bind and keyframe bone poses from blender to use in OpenGL
EDIT: I decided to reformulate the question in much simpler terms to see if someone can give me a hand with this.
Basically, I'm exporting meshes, skeletons and actions from blender into an engine ...
1
vote
1answer
58 views
Centering GLViewport position within physical screen
I'm developing my app on one device and want it to display at the same ratio on all other devices.
Currently what I have is 'image 1' in my image below - the game fits perfectly onto my development ...
1
vote
1answer
111 views
Separate renderng thread in Android (OpenGL ES 2.0)
I'm used to mainly working with the Canvas SurfaceView API on Android and have recently been learning openGL ES 2.0
With canvas I know that surfaceView gives you the ability to start a new thread to ...
0
votes
1answer
99 views
Get back or delete an existing OpenGL object, then change it and draw at new. How?
With OpenGL i'm drawing for example a circle.
Can i take this drawn circle back out of the window and change something and then draw it back on the window?
Or can i /have to delete it and then draw ...
0
votes
0answers
141 views
Converting motionevent.getx and motionevent.gety to pixel or Object coordinates in the view
I am trying to draw buttons using OpenGL I have added a Gesture Listener for the GLSurface View now i have motionevent when ever the user touches. My question is how can i convert motionevent.getx and ...
0
votes
3answers
196 views
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 ...