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

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1answer
I only superficially understand the idea and I can't find any thorough explanation (partially because I can't find very good keywords to Google - English is not my first language): Although I partial …
asked Jun 14 '14 by async
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1answer
I'm not even sure what code to share, but maybe someone's been in a similar situation or has a good suggestion. I'm basically rendering a sphere in the middle of the screen (placed at (0, 0, 0)) and …
asked Dec 20 '13 by async
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1answer
I'm trying to understand how framebuffers work. In order to achieve that, I want to draw a very basic triangle to a framebuffer texture and then draw the resulting texture to a quad on the default fra …
asked Nov 13 '13 by async
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0answers
Let's say I created a space scene in OpenGL ES 2 similar to this one: At the moment my sun is just a small texture similar to the one in the image that I place somewhere far, but it obviously looks …
asked Dec 5 '13 by async
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1answer
I've seen this many times, but I have no idea what's the best way to achieve it. I am looking for something close to, for example, this: Lonely Tree Live Wallpaper I have two approaches in mind: one …
asked Nov 21 '13 by async
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Sorted it out eventually. The code above is correct, yet my quadPositionBuffer used incorrect coordinates.
answered Nov 21 '13 by async
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0answers
I'm using a FrameLayout where I have a GLSurfaceView at the bottom and a few Views on top of it. One of those Views is a TextView that displays the current score. Here's how I'm updating the score T …
asked Jun 1 '14 by async
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1answer
I'm wondering how the progress bar in Super Hexagon was made. (see image, top left) Actually I am not very sure how to implement a progress bar at all using OpenGL ES 2 on Android, but I am asking sp …
asked May 29 '14 by async
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1answer
I don't know how to work with my particle's lifetimes. My design is simple: each particle has a position, a speed and a lifetime. At each frame, each particle should update its position like this: po …
asked Oct 19 '13 by async
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0answers
I do realize there is no camera in OpenGL ES 2, but from my understanding you can simulate one using view and projection matrices. I'm using Android, by the way. Here's a video of the game, in case yo …
asked Jun 23 '14 by async
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1answer
It seems like each of my particles is placed at (0, 0, 0) even though I'm setting different positions for each of them (debugger also confirms this). It must be something really silly that I'm missing …
asked Dec 2 '13 by async
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1answer
I'm trying to implement rotation about a point (the origin) using quaternions. My camera is at (0, 0, 3). I'm applying all the operations to the view matrix. Basically my rotation is at the moment not …
asked Dec 9 '13 by async
1
vote
2answers
I assume the most straightforward way to draw planetary rings (such as those around Saturn) is to use a texture that is transparent everywhere except for the rings, and then place the planet in the mi …
asked Nov 26 '13 by async
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1answer
Are there any reasons or situations one would use in their shader float(1) over just 1.0 ?
asked Oct 14 '13 by async
11
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5answers
Let's assume I'm using this character. (source: iconbug.com) How would you implement collision detection for it? Using a bounding box doesn't seem to be a good approximation, because the bird's s …
asked Mar 12 '14 by async

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