I searched on the web, but I could not find an appropriate description. I would like to do the following in OpenGL ES 2.0:
From section 5.8 of The OpenGL® ES Shading Language (v1.00, r17) [PDF] (emphasis mine): The assignment开发者_运维技巧 operator stores the value of the rvalue-expression into the l-value and returns
I succesfully implement shadow volume on iOS. However I got the following issue how can I clip the vertex position to the far plane like NV_depth_clamp is doing in GLSL? this is my vertex shader code
I\'m playing around开发者_StackOverflow with OpenGL ES 2.0 in Android, and looking through the docs for GLES20 I came across the following methods:
In OpenGL (OpenGL ES 2.0 in particular), is glVertexAttribPointer required to be called each time a new VBO is bound?
Can someone explain in simple terms what an egl image is, and an example of when I would want to use one? I know it can significantly increase performance, but I\'m having trouble finding documentatio
I created EAGLContext and use it in开发者_如何学编程 the secondary thread. But there is no output displayed. The same code works fine if run in main loop.
I am writing a 3d game that is using GL10, but I\'d like the application to support GL11 or GL20 if available. What is the best design for supporting all 3? Or is this a fool\'s errand and I should ju
Can I have Stencil prepared with a texture (Image) in OpenGL 2.0 So that some part of the Image will be transparent and as a result it will be transfered as is
I am trying to save whatever is rendered on screen in a Open GL ES2 application, by not calling glClear on a renderbuffer or the framebuffer.