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  • Improving performance of a particle system (OpenGL ES)

    - by Jason
    I'm in the process of implementing a simple particle system for a 2D mobile game (using OpenGL ES 2.0). It's working, but it's pretty slow. I start getting frame rate battering after about 400 particles, which I think is pretty low. Here's a summary of my approach: I start with point sprites (GL_POINTS) rendered in a batch just using a native

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  • how to retain the animated position in opengl es 2.0

    - by Arun AC
    I am doing frame based animation for 300 frames in opengl es 2.0 I want a rectangle to translate by +200 pixels in X axis and also scaled up by double (2 units) in the first 100 frames Then, the animated rectangle has to stay there for the next 100 frames. Then, I want the same animated rectangle to translate by +200 pixels in X axis and also

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  • Implementing fog of war in opengl es 2.0 game

    - by joxnas
    Hi game development community, this is my first question here! ;) I'm developing a tactics/strategy real time android game and I've been wondering for some time what's the best way to implement an efficient and somewhat nice looking fog of war to incorporate in it. My experience with OpenGL or Android is not vast by any means, but I

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  • OpenGL ES Shader help (Blending)

    - by Chris
    Earlier I required assistance getting to grips with how to retain the alpha channel of a transparent texture in my colourised texture shader program. Whilst playing with that first version of my program (before obtaining the solution to my first requirement), I managed to enable transparency for the whole texture (effectively

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  • How to use mipmap in OpenGL-ES

    - by VanDir
    I have recently entered in the OpenGL world. I am very pleased with the performance that I got with opengl compared to those obtained with a SurfaceView and its canvas. At the same time because of the limitation of the images to be in power of two I noticed that the quality of the sprite of my game is a little decreased. I

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  • Bad FPS for smaller size (OpenGL ES with SDL)

    - by ber4444
    If you saw my other question, well, there is still a little problem: Click here to watch on youtube Basically, the frame rate is very bad on the actual device, where for some reason the animation is scaled (it looks like the left side on the video). It is quite fast on the simulator where it is not scaled (right side).

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  • Problem with drawing textures in OpenGL ES

    - by droidmachine
    I'm developing a 2D game for Android and i'm using the framework which has been told in the book which named Beginning Android Games by Mario Zechner.So my framework is well designed and using OpenGL 1.1.It's similar to libgdx. When i put my textures adjacent each other in my 2d surface,there are some spaces size as

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  • Cocos2D: Upgrading from OpenGL ES 1.1 to 2.0

    - by Alex
    I have recently starting upgrading my ios game to the latest Cocos2D (2.0 rc), and I am having some difficulties upgrading my texture generation code to OpenGL 2.0. In the old version I generated images with this code: CCRenderTexture *rt = [CCRenderTexture renderTextureWithWidth:WIDTH height:HEIGHT]; [rt

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  • Android - Efficient way to draw tiles in OpenGL ES

    - by Maecky
    Hi, I am trying to write efficient code to render a tile based map in android. I load for each tile the corresponding bitmap (just one time) and then create the according tiles. I have designed a class to do this: public class VertexQuad { private float[] mCoordArr; private float[] mColArr; private float[]

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  • Instanced drawing with OpenGL ES 2.0

    - by Mårten Wikström
    In short: Is it possible to use the gl_InstanceID built-in variable in OpenGL ES 2.0? And, if so, how? Some more info: I want to draw multiple instances of an object using glDrawArraysInstanced and gl_InstanceID, and I want my application to run on multiple platforms, including iOS. The

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  • Where to start learning open-gl es

    - by Captain Kidd
    Hi everybody, I decide to learn OPEN-GL ES for IPHONE development, but I know nothing about graphics programing. So I've some questions. 1 I know OPEN-GL ES is a series of open standard API. IPHONE still use these standard API or apple define it's own API for OPENGL ES? 2 Before I start to

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  • Android runs OpenGL ES 1.1 or 1.0?

    - by cjserio
    I'm developing a native app for Android and I'm trying to use functions such as glIsEnabled which appear to be only available in OpenGL ES 1.1. Google's docs claim that NDK 1.6R1 supports OpenGL ES v1.1 but the function call fails with "unimplemented Open GL ES API" and if i do a

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  • OpenGL|ES on a desktop PC.

    - by almb
    I'm working on a OpenGL project that I would like to port to embedded systems that support OpenGL|ES. Since OpenGL|ES is a subset of OpenGL how hard would it be to compile my OpenGL application on an embedded system? (Assuming that my OpenGL code is in the limits of

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  • ps -ef + fourfield from ps -ef output

    - by yael
    I need explain about the four field (4 or 0 ) of ps -ef command , what the meaning of this number THX yael root 27116 27112 4 15:25 pts/0 00:00:00 grep -qsRw -m1 monitohhhhhhhr /var root 29017 27113 0 15:25 pts/0 00:00:00 grep qsRw -m1

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