This is my first post here, therefore apologize for any blunders. I\'m developing a simple action game with the usage of OpenGL ES 2.0 and Android 2.3. My game framework on which I\'m currently worki
If you\'ve used Box2d, you\'re familiar with setting a b2Body->userData property which is then used to update rendered shape x,y coordinates:
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I have a fragment shader that does parallax mapping and lighting computations. I\'ve managed to trace the problem to the sampling of textures and/or lighting computation so I\'ll only post code for th
In my ongoing attempt to convert to OpenGL ES 2.0 from ES 1.x I\'m currently converting some code to use Vertex Buffer Objects (\'VBOs\') rather than the existing unbuffered glDrawArrays calls.
I\'m currently generating geometry rather than importing it as a model. This makes it necessary to calculate all normals within the application.
TL;DR Even when doing no drawing at all, it seems impossible to maintain a 60Hz update rate on an OpenGL ES rendering thread on an Android device. Mysterious spikes frequently crop up (demonstrated i
I\'m trying to draw circles by using a Vert开发者_如何学Pythonex Buffer Object to draw points with GL_POINT_SMOOTH enabled in OpenGL ES 2.0 on iPhone.
I wrote this as a question in a comment but I feel it is worth its own question. I would like to build a conjugate gradients solver on the iPhone/iPad as it would open up a realm of new possibilities
I have the following vertex shader: uniform mediump mat4 projMx; attribute vec2 a_position; attribute vec4 a_color;