opengl-es

OpenGL Vertex Array Object failing to bind Vertex Buffer [duplicate]

不想你离开。 提交于 2020-05-09 16:00:58
问题 This question already has answers here : How does VAO keep buffer bindings? (1 answer) Storing different vertex attributes in different VBO's (1 answer) Closed 2 days ago . I am learning OpenGL through https://learnopengl.com/. From that site, and my research on the internet while trying to solve this problem, I have learned that Vertex Array Objects are useful because you can bind one with glBindVertexArray , and Any associated attributes will be setup. The buffer bound to GL_ARRAY_BUFFER

OpenGL Vertex Array Object failing to bind Vertex Buffer [duplicate]

北城余情 提交于 2020-05-09 16:00:45
问题 This question already has answers here : How does VAO keep buffer bindings? (1 answer) Storing different vertex attributes in different VBO's (1 answer) Closed 2 days ago . I am learning OpenGL through https://learnopengl.com/. From that site, and my research on the internet while trying to solve this problem, I have learned that Vertex Array Objects are useful because you can bind one with glBindVertexArray , and Any associated attributes will be setup. The buffer bound to GL_ARRAY_BUFFER

WebGl Fragment Shader pass array

半腔热情 提交于 2020-04-30 04:48:17
问题 I know very little about OpenGL or WebGL. I was wondering if it is possible to pass a fragment shader an argument. Specifically, I'd like to pass it a multidimensional array with the colors to set for each pixel, for example: [0][0][0] = 1 would be the red component of the pixel at (0, 0). 回答1: The standard way of doing this is by using a texture rather than passing an array. 回答2: Simon's answer is right on . But took me about 6 hours to actually get it working.Here is my full working code as

Can OpenGL shader compilers optimize expressions on uniforms?

可紊 提交于 2020-04-18 12:34:37
问题 I've got an OpenGL ES shader with some uniforms in it. I do some math on the uniforms in my fragment shader. Will the shader compiler generally optimize those expressions on the uniforms so they happen once instead of on every pixel? Or should I do the computations outside the shader and pass the results in? Specifically, I've got three uniform coordinates I'm passing into the shader: uniform vec2 u_a; uniform vec2 u_b; uniform vec2 u_c; And then I compute some vectors among those points:

Overlay texture using GLES20 and apply rotation

∥☆過路亽.° 提交于 2020-04-16 05:48:15
问题 I am working on a project in which I am using GLES20 to render a texture. I used GLUtils.texImage2D() to draw 2d texture image from the bitmap . What do I need to implement to make these changes: Place the texture to the right corner of the screen instead of stretching it to the full screen. Provide incremental rotation frame by frame to the texture. Shaders private final static String FRAGMENT_SHADER = "precision mediump float;\n" + "varying vec2 vTextureCoord;\n" + "uniform lowp sampler2D

OpenGL ES and OpenGL compatible shaders

心不动则不痛 提交于 2020-04-13 02:49:11
问题 I want to have same shader source for OpenGL ES and OpenGL (Windows). To do this I want to define custom data types and use only OpenGL ES functions. One approach is to define: #define highp #define mediump #define lowp for Windows shader and write the shader as it is for OpenGL ES. Other approach is to define custom data types like this for OpenGL ES: #define hvec2 highp vec2 and like this for Windows #define hvec2 vec2 What do you think is better? Do you have other solutions for this

How to get a bit from a integer using GLSL and OpenGL ES 2.0

两盒软妹~` 提交于 2020-04-11 17:27:56
问题 I have an integer value and want to get the Bit which is placed on a special location. I'm working with GLSL for OpenGL ES 2.0 Something like this: GetBitOnLocation(int value, int location) { bit myBit = value[location]; if (myBit == 0) return 0; if (myBit == 1) return 1; } 回答1: As per the previous comments, don't do this. ES 2 hardware needn't natively support integers; it is permitted to emulate them as floating point. To permit that, direct bit tests aren't defined. If you're absolutely

How to get a bit from a integer using GLSL and OpenGL ES 2.0

半世苍凉 提交于 2020-04-11 17:26:33
问题 I have an integer value and want to get the Bit which is placed on a special location. I'm working with GLSL for OpenGL ES 2.0 Something like this: GetBitOnLocation(int value, int location) { bit myBit = value[location]; if (myBit == 0) return 0; if (myBit == 1) return 1; } 回答1: As per the previous comments, don't do this. ES 2 hardware needn't natively support integers; it is permitted to emulate them as floating point. To permit that, direct bit tests aren't defined. If you're absolutely

Not working OpenGL ES shader, call glLinkProgram every frame?

时光总嘲笑我的痴心妄想 提交于 2020-03-25 19:07:26
问题 I'm trying to make transparent object in OpenGL ES 2.0. It's a live wallpaper, I'm using GLWallpaperService as a base class for this. I'm setting up OpenGL in this way: GLES20.glEnable(GLES20.GL_DEPTH_TEST); GLES20.glDepthFunc(GLES20.GL_GEQUAL); GLES20.glClearDepthf(0.0f); GLES20.glClearColor(0.0f, 0.0f, 1.0f, 1.0f); Shaders I use are taken from PowerVR sample OGLES2AlphaTest for alpha testing, which works fine on my HTC Desire device. Here is the code for shaders: private final String

OpenGLES 3.0 Shader Compile error on Android Device for in and out storage qualifiers

梦想的初衷 提交于 2020-03-23 07:34:12
问题 So I am updating my app to use OpenGLES 3.0 to take advantage of transform feedback, but the shader isn't compiling. error: 06-27 17:29:43.299 18593-18627/com.harmonicprocesses.penelopefree E/MyGLRenderer﹕ Could not compile shader 35633: 06-27 17:29:43.299 18593-18627/com.harmonicprocesses.penelopefree E/MyGLRenderer﹕ ERROR: 0:1: 'in' : Syntax error: syntax error INTERNAL ERROR: no main() function! ERROR: 1 compilation errors. No code generated. Here is the vertex shader code: private final