Questions tagged [opengl-es]
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41 questions
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Mesh shrinks during animation
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 ...
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Cannot use `sampler2D` and `sampler2DArray` in the same shader in OpenGLES on Android
I found a very weird problem. This is my simple fragment shader, which just samples a texture and works perfectly:
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Sprite animation with pixelStorei & texImage2D gives strange color margin
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?...
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Is glDeleteBuffers/glGenBuffers needed if I want to resize the buffer?
Firstly the VBO was initialized like below:
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Bottle neck in fragment shader because large number of texture2D call
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 ...
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Artifacts Multi UV Branching on GPU
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 ...
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Achieving bokeh blur with custom shapes
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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2
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Tiling in GLSL creates unwanted seams
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 ...
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If a GPU supports OpenGL ES 3.2, does it also support OpenGl 3.0?
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....
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glTexImage2d from bytebuffer
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
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How to pass only the needed portion of the data calculated in a fragment shader to another fragment shader?
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 ...
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When unsetting a VAO, should you also unbind the associated VBOs?
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). ...
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Best practice for managing many shaders and merging multiple shaders into one?
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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Double buffering always necessary?
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 ...
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How combine multiple projections into a single pass?
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 ...