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I extracted vertex data: positions, indices, weights and bone indices, as well as animation data: inverse-bind matrices, sampler inputs and outputs, etc, from SimpleSkin.gltf I followed the tutorial ...
Ofiongston's user avatar
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I found a very weird problem. This is my simple fragment shader, which just samples a texture and works perfectly: ...
yuchen's user avatar
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This code works generally. I use 4x4 shema for sprite animation (texture/image). Only when YY is 3 (last row) i got strange color margin. I found at How do I use texSubImage2D to show sprites in webgl?...
Nikola Lukic's user avatar
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Firstly the VBO was initialized like below: ...
wayright's user avatar
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Are there any way to optimize this flow: The frame captured from camera (NV21 byte array) Convert this frame to I420 format Upload Y data to y_tex; U data to ...
Viète's user avatar
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Problem I'm currently working on multi UV support for glTF-models, and after getting a first version up and running (checking against glTF's multi-uv-test) I checked if the other models are still ...
Beko's user avatar
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I have a 2D texture, without any depth maps, which I'd like to blur to achieve a bokeh effect. The catch, however, is that I want the effect to be custom bitmaps/shapes (e.g. a heart). Here's a part ...
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I'm writing a shader that creates a grid with coloured tiles. The color is derived from a pixel at that location on a texture. But around the tiles I get these unwanted seams. I can't seem to figure ...
polyclick's user avatar
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At the moment I am looking for a tablet to use the bike simulator app "BKOOL". The Samsung Galaxy Tab S6 Lite is my current favorite and it meets almost all app requirements (https://www....
CherryBlossom1878's user avatar
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I want to create a single-channel 2d texture with bytebuffer which contain each float for each pixel (let say it is an alpha value) to use further in shader Btw, I've tried this ...
GottaK's user avatar
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I have an image and I want to draw an arbitrary number of objects on that image. The center coordinates of those objects are calculated inside a fragment shader after series of image processing ...
M. Samil Atesoglu's user avatar
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I'm working with a js/wasm/c++ program that uses object oriented programming when updating the OpenGL state. There are corresponding c++ classes for VBOs (vertex buffer) and VAOs (vertex array). ...
NateW's user avatar
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I have managed to greatly minimize draw calls on my recent project, but as I'm adding more shaders, I see that I have to switch more times and that is causing a lot of draw calls. What is the best ...
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Question from the graphics newbie: What I know by now is that "usually" double buffering is used: You calculate the content of frame x+1 while frame x is shown on the screen, if you want to achieve ...
mic's user avatar
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We have a projector type display used in an automotive application, where a projector displays an application on the windshield. Because the projector would normally warp a flat image, we have to ...
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