Questions tagged [opengl-es]
The opengl-es tag has no usage guidance.
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Is it possible to use OpenGL ES extensions in OpenGL? If not, why?
I've been looking at KHR_texture_compression_astc_hdr for OpenGL. It seems it's only currently supported by OpenGL ES 3.2. My GPU is an Nvidia RTX A3000, which does ...
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293
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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). ...
4
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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 ...
4
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Are there any reasons to use power of two textures with modern mobile platforms?
Are there any reasons to use power of two textures (like 128x128 sized) if one targets modern mobile platforms (with OpenGL ES 3.0, Metal and/or Vulkan)?
With iOS the PVRTC only supports power of two ...
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Efficiently drawing multiple instances of 3D objects
I was able to write the following working code to draw any number of "sprites" (defined as 2 tringles, 6 vertices)
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