Hi,
How do you call a function whose doesn't exist in GLES2/gl2ext.h [ex.:
glGenQueries() ] ?
This function is implemented in the device (because the driver return the
string GL_EXT_occlusion_query_boolean) but I've no any idea how to call
it.
Thank you for your light!
Eric
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Hi Adam,
This is typically the kind of performance issue that is best diagnosed with
systrace instead of traceview. Traceview shows your process is busy waiting
on something else and systrace should be able to show what.
On Sun, Jan 6, 2013 at 1:31 PM, Adam Metcalf gamblo...@gmail.com wrote:
Thanks Romain, I do have a systrace, although I didn't quite know how to
read it yet. This is my first time using it to diagnose a problem. From
what I can see, both cpus are mostly idle in the middle of the renderer
thread.
Thread-20833 is the game logic Thread
Thread-20832 is the
What is the best way to learn OpenGL ES 2.0 for Android?
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On Mon, Dec 26, 2011 at 4:05 AM, bob b...@coolfone.comze.com wrote:
What is the best way to learn OpenGL ES 2.0 for Android?
Best way to learn is subjective. So figure what is the best way for *you*
to learn, then do that with OpenGL ES 2.0.
I have an app which uses OpengGL ES 2.0 which works fine on my Galaxy
S2, but only displays a black screen on the Nexus One and HTC Desire.
The logs report no errors. Are there known differences between the
Samsung Galaxy S2 OpenGL ES 2.0 implementation and that of other
devices?
--
You
There are many, many differences between devices when it comes to OpenGL
ES 2.0 rendering. It's a profound problem, actually, because it more or
less demands that you either buy each kind of device for testing (and
there are 600+ devices), or buy graphics engine from someone else who
I tried the OpenGL ES 2.0 Tutorial (http://developer.android.com/
resources/tutorials/opengl/opengl-es20.html#projection-and-views).
First part (Drawing the triangle without projection or camera view)
was no problem.
The second part (Apply Projection and Camera View) does not work with
my Samsung
Okay, this works:
Case 1
0) set up shader with sampler2D uniform
1) bind 0 to to the sampler uniform (meaning texture unit 0 )
2) set active texture image unit to 0
3) load texture from file and give it an id
4) create an empty texture and give it an id
5) create a framebuffer and bind it to
I am trying to learn OpenGL ES 2.0 by creating a fairly simple app. At this
point it is nothing more than a square on the middle of the screen that I am
able to apply a texture to. The next step for my idea is to be able to
apply multiple textures to that square, and I want to create the
The chapter nine project uses a texture atlas.
http://code.google.com/p/beginning-android-games/source/browse/
Thanks
On Thu, Aug 25, 2011 at 9:13 PM, Muriako ksmic...@gmail.com wrote:
I am trying to learn OpenGL ES 2.0 by creating a fairly simple app. At
this point it is nothing more than a
Seems a tad overwhelming to me to work through the code from a full game,
written in OpenGL ES 1.1, to figure it out. It probably does have the
answers I need though, so if I can't find anything easier to work with then
I will do my best to work with it. Thank you very much for the link. :)
The book referenced has an excellent introduction to openGL as well. It's
definitely something to start from the ground up with, and working through
the full code for a simple game will probably be for the best. Working with
openGL has a bit of a learning curve, especially if you're used to
I actually looked into that book a bit a while ago, but I opted to try just
going straight for OpenGL ES 2.0. A lot of people recommend against that of
course, but I have never been able to focus on learning something when I
know there's something better to be trying to learn. Libgdx also
I believe I have more or less gotten the concept down, though there is most
definitely a better way to be doing things, but I am satisfied with just
getting it working. Now I can take any two parts of the image and put them
onto the object, and it should be pretty easy to add more, I just have
Hi everyone, I am new to Mobile Game Developing ! I learned OpenGL
before, and now I am looking for its embedded version .. I have
searched on internet, read some books, and came to know that, OpenGL
ES 2.0 is not supported on every Android mobile.So, I have to
concerned with OpenGL ES 1.1 to
From what I understand, the GPU in Android devices uses shared memory-
RAM. So I'm thinking it must be possible to have a shader access
client memory directly.
The ideal would be to be able to pass an array pointer to the shader
and be able to access a value in that array using that pointer, in
Hi Jonathan,
OpenGL specifically disallows you from specifying such implementation
details like shared memory, though it may be possible through an obscure
platform specific API. It sounds like vertex arrays do exactly what you need
though, you specify a pointer in client memory which is read
I am trying to find a way to use OpenGL ES 2.0 in a live wallpaper (I
need to use shaders to implement the algorithm.) I have a class that
implements GLSurfaceView.Renderer and runs fine in an activity with a
GLSurfaceView. I searched and found Robert Green's
GLWallpaperService, but the code is
Can anybody explain:
I have an application which to make some effects uses opengl
FrameBuffers
Opengl version is GL ES 2.0 hardware is Nexus One
In my application one call to
draw some texture in FrameBuffer cause FPS decrease from 40 to 30
But 10 calls to 10 FrameBuffers, also cause FPS
Hi,
I'm having some trouble getting OpenGL ES 2.0 up and running via
the new tie-ins in SDK 2.2. I basically tried just doing a
straightforward port from my working NDK gles 2.0 code to the SDK.
However, I end up just getting whatever the screen is cleared to and
can't seem to figure out why.
Hi! Thanks for the tip, however, there's a comment on the app website
stating that it only supports OpenGL ES 1.x, which unfortunately seems
true, because i tried the app on an HTC Desire which reports OpenGL ES
1.1..
Could anyone please tell if there's any consumer phones out there
supporting
The Desire supports Open GL 2.0
On Aug 14, 2010 8:14 PM, Johan Gardell gar...@gmail.com wrote:
Hi! Thanks for the tip, however, there's a comment on the app website
stating that it only supports OpenGL ES 1.x, which unfortunately seems
true, because i tried the app on an HTC Desire which
On 12 August 2010 21:52, Johan Gardell gar...@gmail.com wrote:
I'm trying to run some of the hello-gl2 code on my HTC Hero updated to
Android 2.1 but i keep getting the error
java.lang.IllegalArgumentException: No configs match configSpec,
which is in GL2JNIView.java on line 168.
get glInfo
Hi all!
I'm trying to run some of the hello-gl2 code on my HTC Hero updated to
Android 2.1 but i keep getting the error
java.lang.IllegalArgumentException: No configs match configSpec,
which is in GL2JNIView.java on line 168.
My question, before i try any other codes/workarounds etc, is OpenGL
Hi,
Also I tried to find that api in opengl es 2.0, but could not.
Finally, I find a utility api that made by another guy.
It will be helpful for you.
http://www.opengles-book.com/OpenGL_ES_Programming_Guide_iPhone_v1.0.0.tar.gz
Actully, that source code is not java, just objective-C and C.
Hello,
According to the presentation
http://developer.amd.com/media/gpu_assets/GDC06-GLES_Tutorial_Day-Munshi-OpenGLES_Overview.pdf
(p42), camera targeting glFrustum/glOrtho should not be used in opengl
es 2.0 and android 2.1
Which functions should I use then to configure camera in Opengl es
Hi,
I'm currently trying to develop in OpenGL ES 2.0 using the Android 2.2
platform (revision 2) in Eclipse, but I must say it's been an
unpleasant experience so far.
Firstly, I see forum posts from as recently as June saying that there
is no support for OpenGL ES 2.0 in the emulator. Is this
Hi,
I guess that application can use OpenGL ES 2.0 API directly through Java
wrapper defined as android.opengl.GLES20 class, however it looks like there
is no software rendering support for OpenGL ES 2.0 in Android emulator. Is
there any plan to support (2) in Android roadmap?
(1) OpenGL ES 1.0
Eclair has supported OpenGL ES 2.0. But I can not find related JNI
wrapper for OpenGL ES API. How a Java application use OpenGL ES 2.0
functions?
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Java apps cannot directly access OpenGL ES 2.0 APIs at the moment.
On Thu, Dec 24, 2009 at 7:32 PM, Lawrencelee leelawrenc...@gmail.com wrote:
Eclair has supported OpenGL ES 2.0. But I can not find related JNI
wrapper for OpenGL ES API. How a Java application use OpenGL ES 2.0
functions?
--
Is there a timeline for GLES 2.0 support (hopefully in the NDK as
well)? Thanks for any info!
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Hi.
Is there any plan to support OpenGL-ES 2.0 in Android?
Is it possible to write a renderer youself based on OpenGL-ES 2.0?
In that case, where to start :)
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