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Questions tagged [opengl-es2]

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

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I'm having a some problems with blending in OpenGLES2.0 I'm drawing a texture above a framebuffer (with ARGB channels). When I draw a transparent texture over a solid color, the alpha channel is ...
Gabriel Machado's user avatar
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1 answer
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So, from what I gathered, rendering engines take common image formats like PNG or JPG and convert them into their favored formats, such as Targa or DDS. Does it mean that using the already converted ...
Cei's user avatar
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Does godot 3.5.1 support C# fully ? Like does C# for godot have all the same methods that GDscript has? I'm asking because I remember trying to learn gamedev a long time ago with C++, I was overwelmed ...
Cei's user avatar
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1 answer
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I want to add the translucent blue swish following the sword when it is swung, but I don't even know what to call it, so I can't search it.
Cei's user avatar
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2 votes
1 answer
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I've tried changing the viewport far distance under view > settings, from 500 to 500 000 and nothing changes in game. The player can only see roughly 90-120 ...
Cei's user avatar
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replicating minecraft but with better graphics is a pain (even very simple things using minecraft like chunks lag incredibly), so I'm just creating an open world that can be destroyed using some ...
Cei's user avatar
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2 answers
313 views

I was experimenting with OpenGL ES 2.0 and being new to OpenGL, I was trying to render a simple triangle. But I was shocked to see that, if I do not call ...
Aravind A's user avatar
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1 vote
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What's a technique for snapping the mouse pointer to vertices in WebGL or OpenGL? All I need is the vertex position, no other info. Ideally, I'd like to do this without needing to keep positions and ...
xeolabs's user avatar
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I got a small Godot project that should be played on mobile devices, however the load time of a GLES2/ HTML5 export project of Godot takes 20+ seconds to load from the server. To decrease the load ...
DominoDev's user avatar
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I have tried some of the existing inspectors such as RenderDoc and gapid, but none of them can be used with Android 4.x. Latest version of gapid requires Android 6.0 and RenderDoc requires Android 5.0....
zwcloud's user avatar
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1 answer
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I have a simple OpenGL program that renders terrain with a texture. It exhibits some strange behaviors (see video) that look similar to depth test issues. However, I have already enabled depth test. ...
user8908459's user avatar
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1 answer
329 views

I currently transform (translate, rotate, scale) a bunch of vertices in my own Java code, then populate an mPositions array and an ...
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3 votes
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This is a frustrating discovery. I have ported my desktop game to mobile and discovered that floating point precision in my shaders is not good. I have large animations which I store per frame on a ...
Dan's user avatar
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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 ...
Paiman Roointan's user avatar
1 vote
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I have successfully rendered a triangle with a hard coded shader using NativeActivity of Android NDK. Now I have the requirement to load a shader file. I tried to ...
videogamechef's user avatar
1 vote
1 answer
560 views

I have a simple fragment shader to simulate "falling water". I'm using Ogre3D and opengles2, this is my code: ...
EzeEst's user avatar
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2 votes
1 answer
209 views

I'm using Ogre 1.10.12 (openglES2 as render system) to create a manual texture like this: ...
EzeEst's user avatar
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3 votes
0 answers
262 views

The shader output of my html5 game in Game Maker Studio 2 looks wrong on webbrowsers on MacOS. Sometimes the shaders lack completely and at other times the shader colors look completely different. ...
RomeoTheWizard's user avatar
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2 answers
1k views

I've got a 3D terrain that consists of many heightmap-based tiles. I need to render multiple roads over the tile. By now I simply subdivide road into tile pieces then generate a decal per each tile. ...
shtille's user avatar
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0 answers
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I would like to show camera frames using OpenGL and rotate the frame in 3D. The frame is placed at (0,0,-frameDepth), and will rotate about the origin. Should I decide the size of frustum based on ...
Crearo Rotar's user avatar
2 votes
1 answer
184 views

My program contains two shader programs in it. The following code is for preparing one of the shader program's attributes: ...
cpp plus 1's user avatar
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1 answer
1k views

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 ...
Cpp plus 1's user avatar
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1 answer
122 views

I am using OpenGL ES 2 in my game. However, for simplicity i have used some extensions like VAO. Is there a way, how to disable dowloading of my app for devices, that do not support this (and other) ...
Martin Perry's user avatar
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2 votes
2 answers
717 views

So after taking some time running through a course, I believe I have enough experience with referring back to the course how to make the game I wish to all apart from one thing. How to draw the game ...
user avatar
1 vote
1 answer
297 views

Lets just assume I have some simple OpenGL ES 2.0 code that renders a box with depth writing / testing. Is it possible to put this box in a middle of a Direct3D11 scene using angle? The MS angle ...
default's user avatar
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