Questions tagged [opengl-es3]
The opengl-es3 tag has no usage guidance.
17
questions
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2
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184
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How to procedurally compose shaders? [closed]
I read several times that shaders can be composed by the engine on the fly, depending on graphical settings.
How is this generally done?
0
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1
answer
197
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OpenGL GLSL ES 3.10 - Referencing a uniform variable, causes the vertex shader to not draw anything
I have this project, that has a default shader, that just draws models and textures. Recently I decided to add a second shader that does a fancy effect, and is used only on some of the objects drawn.
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0
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70
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What is the base framework of making a minimalist mobile game?
I've seen plenty of minimalist games throughout the years recently like Blue Box, Loop, Colorolo and Ultraflow. Games that use simple shapes. What's not talked about is the design process of making ...
3
votes
1
answer
463
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How to store noise in a GL texture
I find that my procedural simplex noise in my fragment shader hurts performance, so I thought I would just use a stored noise texture instead.
I would like my noise values to have better than 8 bits ...
1
vote
1
answer
660
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Random FPS drop with OpenGLES 2.0 on android, sudden white screen with Vulkan
I'm having a problem with my 2D game on Android.
When I use OpenGLES 2.0 as the graphics API, I experience sudden FPS drops in the game. The game starts to slow down sometimes randomly, And it can ...
1
vote
1
answer
347
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Replacement for glDrawElementsBaseVertex in OpenGL ES?
I am porting my game engine(c++) to Emscripten, which unfortunately only supports OpenGL ES 3.(Not 3.2) Therefore I don't have access to glDrawElementsBaseVertex, which is needed by my renderer(...
1
vote
2
answers
1k
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Correct normal map for rotated sprites
I am trying to find the best way to correctly do normal mapping in a 2D batched sprite renderer.
For each sprite sheet (aka texture atlas) I render all sprites as a textured quads with a single <...
0
votes
1
answer
737
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GLfloat vs GLfixed vs GLint performance in 2017
Some people claim that floats should be used for rendering vertices in modern graphics cards, because graphics cards are optimized for floating-point arithmetic and therefore, integer calculations are ...
1
vote
1
answer
478
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How to implement glDrawElementsBaseVertex in OpenGL ES 3.0
I want to convert simple OpenGL project to Android native using OpenGL ES3.0, one of the functions which is not implemented is glDrawElementsBaseVertex, I have one ...
1
vote
1
answer
323
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Many OpenGL declarations are not occured in GLESv3 gl3.h
I created a small OpenGL renderer in C++ and I want to move to Android so I prepared eclipse with all suitable platforms and create a Native Activity project then add the NDK to the includes and ...
1
vote
2
answers
957
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Why is there no glClear() and glClearColor() method in GL30?
In the GL30 interface, both the methods glClear() and glClearColor() are absent. I tried to ...
4
votes
1
answer
344
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OpenGL ES Frame Skipping causing visible artifacts
I'm using OpenGL ES 3.0 on Android 5.1, and am noticing the following issues. I tried to implement the game loop which does exactly 60 updates and do as many frames as it can. Everything is smooth, ...
4
votes
1
answer
196
views
Camera view/projection issue
I made a simple OpenGL program but I can figure out why the camera is not working, here it's a little fragment of the Camera class:
...
1
vote
1
answer
484
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GLES multiple output buffers
I'd like to write multiple values (not just the color and depth value) in one pass to avoid redundancy in vertex shader. Therefore, i attach multiple (let's say two) color buffers (e.g. textures) to a ...
2
votes
2
answers
8k
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How to compile with OpenGL ES on Windows?
I downloaded OpenGL ES 3.1 sdk here.
But when I tried to run (or compile and run) the executable in "samples" directory, I got the following message:
The program can't start because libGLESv2.dll ...
2
votes
1
answer
175
views
Working around the current sad state of mobile GPU drivers
I'm working on a OpenGL ES3 app for Android: for various reasons, I decided to roll my own mini-OpenGL rendering engine. So far so good.
Problem is, the GPU drivers in the mobile industry are such ...
1
vote
1
answer
390
views
render with const depth value
This is a question that may have an answer that differs for vanilla desktop GL and GL ES 2.0 (and wishful thinking is that ES 3.0 would have the same answer as vanilla GL).
What I'm doing is ...