opengl-es-3.0

When switching to GLSL 300, met the following error

流过昼夜 提交于 2019-12-03 16:15:55
when I switch to use OpenGL ES 3 with GLSL 300, I met the following error in my frag shader undeclared identifier gl_FragColor when using GLSL 100, everything is fine. Modern versions of GLSL do fragment shader outputs simply by declaring them as out values, and gl_FragColor is no longer supported, hence your error. Try this: out vec4 fragColor; void main() { fragColor = vec4(1.0, 0.0, 0.0, 1.0); } Note that gl_FragDepth hasn't changed and is still available. For more information see https://www.opengl.org/wiki/Fragment_Shader The predefined variable gl_FragColor does not exist anymore in GLSL

What are the differences between OpenGL ES 2.0 and OpenGL ES 3.0

最后都变了- 提交于 2019-12-03 06:36:52
问题 I want to know what is the differences between OpenGL ES 2.0 and OpenGL ES 3.0 . What is the main advantage of OpenGL ES 3.0 ? 回答1: I think it would be best to read section "Version 3.0 and Before -> New Features" on the official specs And it is backward compatible with ES 2.0. 回答2: Straight from Wikipedia: The OpenGL ES 3.0 specification was publicly released in August 2012. OpenGL ES 3.0 is backwards compatible with OpenGL ES 2.0, enabling applications to incrementally add new visual

What are the differences between OpenGL ES 2.0 and OpenGL ES 3.0

时光总嘲笑我的痴心妄想 提交于 2019-12-02 20:15:01
I want to know what is the differences between OpenGL ES 2.0 and OpenGL ES 3.0 . What is the main advantage of OpenGL ES 3.0 ? I think it would be best to read section "Version 3.0 and Before -> New Features" on the official specs And it is backward compatible with ES 2.0. Straight from Wikipedia : The OpenGL ES 3.0 specification was publicly released in August 2012. OpenGL ES 3.0 is backwards compatible with OpenGL ES 2.0, enabling applications to incrementally add new visual features to applications. New functionality in the OpenGL ES 3.0 specification includes: multiple enhancements to the

How to get a binding point of an image variable in OpenGLES

风流意气都作罢 提交于 2019-12-02 03:59:15
问题 I am trying to obtain a binding point of an image variable in my GLES shader. I can do this for uniforms or shader storage blocks using that code: GLenum Prop = GL_BUFFER_BINDING; GLint Binding = -1; GLint ValuesWritten = 0; glGetProgramResourceiv( GLProgram, GL_UNIFORM_BLOCK, i, 1, &Prop, 1, &ValuesWritten, &Binding ); Unfortunately, there is no such thing as GL_IMAGE_BINDING . In desktop GL, I am just getting the location of the image uniform using GetUniformLocation and then bind it to an

What object's state does glEnableVertexAttribArray modify?

[亡魂溺海] 提交于 2019-12-02 03:05:19
I think I understand what glEnableVertexAttribArray does -- it activates a particular attribute of a program (please correct me if I am wrong). What I don't understand though is which object stores this information. Is it the program object? That is, if I do: glUseProgram(program); glEnableVertexAttribArray(0); and then later on do: glUseProgram(program); glDrawArray(...); will the attribute at location 0 be enabled? Or is it modifying some global state which needs to be reset every time before each draw call? Or is it modifying the state of the VAO? If so, what about in OpenGL ES 2.0, where

Safe usage of glMapBufferRange() on Android/Java

强颜欢笑 提交于 2019-12-01 13:49:15
问题 I have working code using glMapBufferRange() from OpenGL-ES 3.0 on Android that looks like this: glBindBuffer(GL_ARRAY_BUFFER, myVertexBufferName); glBufferData(GL_ARRAY_BUFFER, myVertexBufferSize, null, GL_STATIC_DRAW); ByteBuffer mappedBuffer = (ByteBuffer)glMapBufferRange( GL_ARRAY_BUFFER, 0, myVertexBufferSize, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); // [fill buffer...] glUnmapBuffer(GL_ARRAY_BUFFER); My question is about downcasting the result of glMapBufferRange() to

Android OpenGL ES 3.0 PBO instead of glReadPixels()

依然范特西╮ 提交于 2019-11-30 15:55:38
问题 I want to improve glReadPixels() performance using PBO (for GLES 3 devices) and I ran into a problem in this piece of code: final ByteBuffer pboByteBuffer = ByteBuffer.allocateDirect(4 * mWidth * mHeight); pboByteBuffer.order(ByteOrder.nativeOrder()); //set framebuffer to read from GLES30.glReadBuffer(GLES30.GL_BACK); // bind pbo GLES30.glBindBuffer(GLES30.GL_PIXEL_PACK_BUFFER, mPboHandleContainer[0]); // read pixels(should be instant) GLES30.glReadPixels(0, 0, mWidth, mHeight, GLES30.GL_RGBA

Android OpenGL ES 3.0 PBO instead of glReadPixels()

不羁的心 提交于 2019-11-30 15:22:28
I want to improve glReadPixels() performance using PBO (for GLES 3 devices) and I ran into a problem in this piece of code: final ByteBuffer pboByteBuffer = ByteBuffer.allocateDirect(4 * mWidth * mHeight); pboByteBuffer.order(ByteOrder.nativeOrder()); //set framebuffer to read from GLES30.glReadBuffer(GLES30.GL_BACK); // bind pbo GLES30.glBindBuffer(GLES30.GL_PIXEL_PACK_BUFFER, mPboHandleContainer[0]); // read pixels(should be instant) GLES30.glReadPixels(0, 0, mWidth, mHeight, GLES30.GL_RGBA, GLES30.GL_UNSIGNED_BYTE, pboByteBuffer); // map pbo to bb ByteBuffer byteBuffer = ((ByteBuffer)

Does the Android emulator support OpenGL ES 3.0?

心不动则不痛 提交于 2019-11-27 05:25:19
I know that the emulator has supported OpenGL ES 2.0 as of SDK tools 17 and Android 4.0.3 , but that was introduced back in April 2012. Does the Android emulator support OpenGL ES 3.0, or are we still waiting on that? If not, does any other third-party emulator/simulator (e.g. Genymotion) support OpenGL ES 3.0? Even OpenGL ES 2.0 support is somewhat limited and buggy in emulator. But for example Nexus4 supports OpenGL ES 3.0. And used N4 is dirt cheap. Honestly, I don't expect OpenGL ES 3.x support in emulator. It is not a compulsive part of Android specs - this is an optional feature which