Like many 3d graphical programs, I have a bunch of objects that have their own model coordinates (from -1 to 1 in x, y, and z axis).Then, I have a matrix that takes it from model coordinates to world
I am learning to use shaders in OpenGL ES. As an example: Here\'s my playground fragment shader which takes the current video frame and makes it grayscale:
Getting an odd error validating my shaders on an android device. (It\'s an Asus eee Pad running Android 3.1)
What is the best method to select object开发者_如何学Pythons that have been drawn in OpenGL ES 2.0 (iOS)?
I am drawing 开发者_C百科some points using glDrawArrays(GL_POINTS, ...) and I would like to make them smooth round points instead of the squares. I know that there is no fixed function pipeline in Ope
Is it worth supporting OpenGL ES 1.1 and fixed pipelines when even the most low level hardware can support 2.0 and shading languages?
I\'m doing some GPGPU stuff on a GLES2 platform that supports maximum RGBA8 render targets (iOS). I need to o开发者_开发知识库utput a vec2 in the range +/- 2.0 with as much precision as I can get, so
I\'m writing a small 2D game engine in OpenGL ES 2.0. It works, but for medium sized scenes it feels a little sluggish currently. I designed it so that every game object is a tree of nodes, and each n
I have written a code in OpenGL-ES 2.0 with PVRSDK in Ubuntu 10.10 , now the thing is that whatever output I want , I am getting that but it comes and then the window disappears ,
I\'m trying to draw a quadrilateral using OpenGL ES 2.0. My vertex shader looks like this: uniform mat4 mvp;