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  • Trying to Draw a 2D Triangle in OpenGL ES 2.0

    - by Nathan Campos
    I'm trying to convert a code from OpenGL to OpenGL ES 2.0 (for the BlackBerry PlayBook). So far what I got is this (just the part of the code that should draw the triangle): void setupScene() { glClearColor(250, 250, 250, 1); glViewport(0, 0, 600, 1024); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } void drawScene() { setupScene(); glColorMask(0, 0, 0, 1); const GLfloat triangleVertices[] = { 100, 100, 150, 0, 200, 100 }; glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, triangleVertices); glEnableVertexAttribArray(0); glDrawArrays(GL_TRIANGLES, 0, 2); } void render() { drawScene(); bbutil_swap(); } The problem is that when I launch the app instead of showing me the triangle the screen just flickers (very fast) from white to gray. Any idea what I'm doing wrong? Also, here is the entire code if you need: Full source code

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  • OpenGL ES 2.0: Vertex and Fragment Shader for 2D with Transparency

    - by Bunkai.Satori
    Could I knindly ask for correct examples of OpenGL ES 2.0 Vertex and Fragment shader for displaying 2D textured sprites with transparency? I have fairly simple shaders that display textured polygon pairs but transparency is not applied despite: texture map contains transparency information Blending is enabled: glEnable(GL_BLEND); glEnable(GL_DEPTH_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); My Vertex Shader: uniform mat4 uOrthoProjection; uniform vec3 Translation; attribute vec4 Position; attribute vec2 TextureCoord; varying vec2 TextureCoordOut; void main() { gl_Position = uOrthoProjection * (Position + vec4(Translation, 0)); TextureCoordOut = TextureCoord; } My Fragment Shader: varying mediump vec2 TextureCoordOut; uniform sampler2D Sampler; void main() { gl_FragColor = texture2D(Sampler, TextureCoordOut); }

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  • OpenGL ES 1 Pixel Error?

    - by Beginner001
    I am developing a game on android using OpenGL ES 1.0 for Android OS. It is a 2d game using a simple Orthographic projection and textures for the sprites. One of these textures has a small line (it looks like 1 pixel) all the way across the top that has the same colors as the bottom 1-pixel line of the texture. It is almost as if the bottom line of the image raster was copied and pasted as the top line as well. Is anyone familiar with this type of error? What could the problem be?

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  • Drawing a circle in opengl es android, squiggly boundaries

    - by ladiesMan217
    I am new to OpenGL ES and facing a hard time drawing a circle on my GLSurfaceView. Here's what I have so far. the Circle Class public class MyGLBall { private int points=40; private float vertices[]={0.0f,0.0f,0.0f}; private FloatBuffer vertBuff; //centre of circle public MyGLBall(){ vertices=new float[(points+1)*3]; for(int i=3;i<(points+1)*3;i+=3){ double rad=(i*360/points*3)*(3.14/180); vertices[i]=(float)Math.cos(rad); vertices[i+1]=(float) Math.sin(rad); vertices[i+2]=0; } ByteBuffer bBuff=ByteBuffer.allocateDirect(vertices.length*4); bBuff.order(ByteOrder.nativeOrder()); vertBuff=bBuff.asFloatBuffer(); vertBuff.put(vertices); vertBuff.position(0); } public void draw(GL10 gl){ gl.glPushMatrix(); gl.glTranslatef(0, 0, 0); // gl.glScalef(size, size, 1.0f); gl.glColor4f(1.0f,1.0f,1.0f, 1.0f); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertBuff); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, points/2); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glPopMatrix(); } } I couldn't retrieve the screenshot of my image but here's what it looks like As you can see the border has crests and troughs thereby renering it squiggly which I do not want. All I want is a simple curve

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  • OpenGL ES Loading

    - by kuroutadori
    I want to know what is the norm of loading rendering code. Take a button. When the application is loaded, a texture is loaded which has the image of the button on it. When the button is tapped, it then adds a loader into a queue, which is loaded on render thread. It then loads up an array buffer with vertexes and tex coords when render is called. It then adds to a render tree. Then it renders. the render function looks like this void render() { update(); mBaseRenderer->render(); } update() is when the queue is checked to see if anything needs loading. mBaseRenderer->render() is the render tree. What I am asking then is, should I even have the update() there at all and instead have everything preloaded before it renders? If I can have it loaded when need, for instance when there is tap, then how can it be done (My current code causes an dequeueing buffer error (Unknown error: -75) which I assume is to do with OpenGL ES and the context)?

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  • OpenGL ES rotate texture

    - by 0xSina
    I just got started with OpenGL ES... I have a fragment: const char * sFragment = _STRINGIFY( varying highp vec2 coordinate; precision mediump float; uniform vec4 maskC; uniform float threshold; uniform sampler2D videoframe; uniform sampler2D videosprite; uniform vec4 mask; uniform vec4 maskB; uniform int recording; vec3 normalize(vec3 color, float meanr) { return color*vec3(0.75 + meanr, 1., 1. - meanr); } void main() { float d; float dB; float dC; float meanr; float meanrB; float meanrC; float minD; vec4 pixelColor; vec4 spriteColor; pixelColor = texture2D(videoframe, coordinate); spriteColor = texture2D(videosprite, coordinate); meanr = (pixelColor.r + mask.r)/8.; meanrB = (pixelColor.r + maskB.r)/8.; meanrC = (pixelColor.r + maskC.r)/8.; d = distance(normalize(pixelColor.rgb, meanr), normalize(mask.rgb, meanr)); dB = distance(normalize(pixelColor.rgb, meanrB), normalize(maskB.rgb, meanrB)); dC = distance(normalize(pixelColor.rgb, meanrC), normalize(maskC.rgb, meanrC)); minD = min(d, dB); minD = min(minD, dC); gl_FragColor = spriteColor; if (minD > threshold) { gl_FragColor = pixelColor; } } Now, depending on wether recording is 0 or 1, I want to rotate uniform sampler2D videosprite 180 degrees (reflection in x-axis, flip vertically). How can I do that? I found the function glRotatef(), but how do i specify that I want to rotate video sprite and not videoframe? Thanks

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  • How to send multiple MVP matrices to a vertex shader in OpenGL ES 2.0

    - by Carbon Crystal
    I'm working my way through optimizing the rendering of sprites in a 2D game using OpenGL ES and I've hit the limit of my knowledge when it comes to GLSL and vertex shaders. I have two large float buffers containing my vertex coordinates and texture coordinates (eventually this will be one buffer) for multiple sprites in order to perform a single glDrawArrays call. This works but I've hit a snag when it comes to passing the transformation matrix into the vertex shader. My shader code is: uniform mat4 u_MVPMatrix; attribute vec4 a_Position; attribute vec2 a_TexCoordinate; varying vec2 v_TexCoordinate; void main() { v_TexCoordinate = a_TexCoordinate; gl_Position = u_MVPMatrix * a_Position; } In Java (Android) I am using a FloatBuffer to store the vertex/texture data and this is provided to the shader like so: mGlEs20.glVertexAttribPointer(mVertexHandle, Globals.GL_POSITION_VERTEX_COUNT, GLES20.GL_FLOAT, false, 0, mVertexCoordinates); mGlEs20.glVertexAttribPointer(mTextureCoordinateHandle, Globals.GL_TEXTURE_VERTEX_COUNT, GLES20.GL_FLOAT, false, 0, mTextureCoordinates); (The Globals.GL_POSITION_VERTEX_COUNT etc are just integers with the value of 2 right now) And I'm passing the MVP (Model/View/Projection) matrix buffer like this: GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mModelCoordinates); (mModelCoordinates is a FloatBuffer containing 16-float sequences representing the MVP matrix for each sprite) This renders my scene but all the sprites share the same transformation, so it's obviously only picking the first 16 elements from the buffer which makes sense since I am passing in "1" as the second parameter. The documentation for this method says: "This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices." So I tried modifying the shader with a fixed size array large enough to accomodate most of my scenarios: uniform mat4 u_MVPMatrix[1000]; But this lead to an error in the shader: cannot convert from 'uniform array of 4X4 matrix of float' to 'Position 4-component vector of float' This just seems wrong anyway as it's not clear to me how the shader would know when to transition to the next matrix anyway. Anyone have an idea how I can get my shader to pick up a different MVP matrix (i.e. the NEXT 16 floats) from my MVP buffer for every 4 vertices it encounters? (I am using GL_TRIANGLE_STRIP so each sprite has 4 vertices). Thanks!

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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 float buffer (I'm in Java-land on Android, so that translates as a java.nio.FloatBuffer). On GL context init, the following are set: GLES20.glViewport(0, 0, width, height); GLES20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GLES20.glEnable(GLES20.GL_CULL_FACE); GLES20.glDisable(GLES20.GL_DEPTH_TEST); Each draw frame sets the following: GLES20.glEnable(GLES20.GL_BLEND); GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA); And I bind a single texture: GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle); GLES20.glUniform1i(mUniformTextureHandle, 0); Which is just a simple circle with some blur (and hence some transparency) http://cl.ly/image/0K2V2p2L1H2x Then there are a bunch of glVertexAttribPointer calls: mBuffer.position(position); mGlEs20.glVertexAttribPointer(mAttributeRGBHandle, valsPerRGB, GLES20.GL_FLOAT, false, stride, mBuffer); ...4 more of these Then I'm drawing: GLES20.glUniformMatrix4fv(mUniformProjectionMatrixHandle, 1, false, Camera.mProjectionMatrix, 0); GLES20.glDrawArrays(GLES20.GL_POINTS, 0, drawCalls); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); My vertex shader does have some computation in it, but given that they're point sprites (with only 2 coordinate values) I'm not sure this is the problem: #ifdef GL_ES // Set the default precision to low. precision lowp float; #endif uniform mat4 u_ProjectionMatrix; attribute vec4 a_Position; attribute float a_PointSize; attribute vec3 a_RGB; attribute float a_Alpha; attribute float a_Burn; varying vec4 v_Color; void main() { vec3 v_FGC = a_RGB * a_Alpha; v_Color = vec4(v_FGC.x, v_FGC.y, v_FGC.z, a_Alpha * (1.0 - a_Burn)); gl_PointSize = a_PointSize; gl_Position = u_ProjectionMatrix * a_Position; } My fragment shader couldn't really be simpler: #ifdef GL_ES // Set the default precision to low. precision lowp float; #endif uniform sampler2D u_Texture; varying vec4 v_Color; void main() { gl_FragColor = texture2D(u_Texture, gl_PointCoord) * v_Color; } That's about it. I had read that transparent pixels in point sprites can cause issues, but surely not at only 400 points? I'm running on a fairly new device (12 month old Galaxy Nexus). My question is less about my approach (although I'm open to suggestion) but more about whether there are any specific OpenGL "no no's" that have leaked into my code. I'm sure there's GL master out there facepalming right now... I'd love to hear any critique.

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  • On checking kernel parms HP-UX & Oracle 10.2

    - by [email protected]
    Hi,Just did this little script for a customer wanting to investigate if the kernel parameters of their HP-UX machines fits or not the Oracle 10.2 specifications ( looks like someone checked the "User Verified" at database installation time on some prerequisites)Just want to share ( its in Spanish)Hope it helps!--L Normal 0 21 false false false MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman"; mso-ansi-language:#0400; mso-fareast-language:#0400; mso-bidi-language:#0400;} ### ### check_kernel_parms.sh ### ### ### ###    NAME ###      check_kernel_parms.sh ### ###    DESCRIPTION ###      Comprueba los parametros de kernel ### ###    NOTES ###     Valido para versiones de SO HP-UX y Oracle 10.2 ###     ### ###    MODIFIED   (MM/DD/YY) ###    lvelasco    05/20/10 - Creacion     V_DATE=`/usr/bin/date +%Y%m%d_%H%M%S` if [ "${1}" != 'sin_traza' ]; then   V_FICHERO_LOG=`dirname $0`/`basename $0`.${V_DATE}.log   exec 4>&1   tee ${V_FICHERO_LOG} >&4 |&   exec 1>&p 2>&1 fi   echo "${V_DATE}- check_params.sh *******************************************" echo "Comenzado ejecucion de chequeo de parametros de kernel en maquina `hostname`" echo "****************************************************************************"   UX_VERS=`uname -a | awk '{print $3}'` KCTUNE=/usr/sbin/kctune MEM_TOTAL_MB=`./check_mem` <-- This should return the physical mem of the machine on bytes MEM_TOTAL=$((MEM_TOTAL_MB*1024))     NPROC=$(${KCTUNE} | grep nproc | grep -v '(nproc' | grep -v *nproc | awk '{print $2}') if [ ${NPROC} -lt 4096 ] then        echo "[FAILED] Information: El parametro nproc con valor actual ${NPROC} debe tener una valor superior a 4096" else        echo "[OK] Information: El parametro nproc con valor actual ${NPROC} debe tener una valor superior a 4096" fi     KSI_ALLOC_MAX_T=$(${KCTUNE} | grep ksi_alloc | awk '{print $2}') KSI_ALLOC_MAX=$((NPROC*8)) if [ ${KSI_ALLOC_MAX_T} -lt ${KSI_ALLOC_MAX} ] then        echo "[FAILED] Information: El parametro ksi_alloc_max con valor actual ${KSI_ALLOC_MAX_T} debe tener una valor superior a ${KSI_ALLOC_MAX}" else        echo "[OK] Information: El parametro ksi_alloc_max con valor actual ${KSI_ALLOC_MAX_T} debe tener una valor superior a ${KSI_ALLOC_MAX}" fi       EXECUTABLE_STACK=$(${KCTUNE} | grep executable_stack | awk '{print $2}') if [ ${EXECUTABLE_STACK} -ne 0 ] then        echo "[FAILED] Information: El parametro executable_stack con valor actual ${EXECUTABLE_STACK} debe tener una valor igual a 0" else        echo "[OK] Information: El parametro executable_stack con valor actual ${EXECUTABLE_STACK} debe tener una valor igual a 0" fi       MAX_THREAD_PROC=$(${KCTUNE} | grep max_thread_proc | awk '{print $2}') if [ ${MAX_THREAD_PROC} -lt 1024 ] then        echo "[FAILED] Information: El parametro max_thread_proc con valor actual ${MAX_THREAD_PROC} debe tener una valor superior a 1024" else        echo "[OK] Information: El parametro max_thread_proc con valor actual ${MAX_THREAD_PROC} debe tener una valor superior a 1024" fi     MAXDSIZ=$(${KCTUNE} | grep 'maxdsiz ' | awk '{print $2}') if [ ${MAXDSIZ} -lt 1073741824 ] then        echo "[FAILED] Information: El parametro maxdsiz con valor actual ${MAXDSIZ} debe tener una valor superior a 1073741824" else        echo "[OK] Information: El parametro maxdsiz con valor actual ${MAXDSIZ} debe tener una valor superior a 1073741824" fi     MAXDSIZ_64BIT=$(${KCTUNE} | grep maxdsiz_64bit | awk '{print $2}') if [ ${MAXDSIZ} -lt 2147483648 ] then        echo "[FAILED] Information: El parametro maxdsiz_64bit con valor actual ${MAXDSIZ_64BIT} debe tener una valor superior a 2147483648" else        echo "[OK] Information: El parametro maxdsiz_64bit con valor actual ${MAXDSIZ_64BIT} debe tener una valor superior a 2147483648" fi   MAXSSIZ=$(${KCTUNE} | grep 'maxssiz ' | awk '{print $2}') if [ ${MAXSSIZ} -lt 134217728 ] then        echo "[FAILED] Information: El parametro maxssiz con valor actual ${MAXSSIZ} debe tener una valor superior a 134217728" else        echo "[OK] Information: El parametro maxssiz con valor actual ${MAXSSIZ} debe tener una valor superior a 134217728" fi     MAXSSIZ_64BIT=$(${KCTUNE} | grep maxssiz_64bit | awk '{print $2}') if [ ${MAXSSIZ} -lt 1073741824 ] then        echo "[FAILED] Information: El parametro maxssiz_64bit con valor actual ${MAXSSIZ} debe tener una valor superior a 1073741824" else        echo "[OK] Information: El parametro maxssiz_64bit con valor actual ${MAXSSIZ} debe tener una valor superior a 1073741824" fi     MAXUPRC_T=$(${KCTUNE} | grep maxuprc | awk '{print $2}') MAXUPRC=$(((NPROC*9)/10)) if [ ${MAXUPRC_T} -lt ${MAXUPRC} ] then        echo "[FAILED] Information: El parametro maxuprc con valor actual ${MAXUPRC_T} debe tener una valor superior a ${MAXUPRC}" else        echo "[OK] Information: El parametro maxuprc con valor actual ${MAXUPRC_T} debe tener una valor superior a ${MAXUPRC}" fi   MSGMNI=$(${KCTUNE} | grep msgmni | awk '{print $2}') if [ ${MSGMNI} -lt ${NPROC} ] then        echo "[FAILED] Information: El parametro msgni con valor actual ${MSGMNI} debe tener una valor superior a ${NPROC}" else        echo "[OK] Information: El parametro msgni con valor actual ${MSGMNI} debe tener una valor superior a ${NPROC}" fi     if [ ${UX_VERS} = "B.11.23" ] then        MSGSEG=$(${KCTUNE} | grep msgseg | awk '{print $2}')        if [ ${MSGSEG} -lt 32767 ]        then        echo "[FAILED] Information: El parametro msgseg con valor actual ${MSGSEG} debe tener una valor superior a 32767"        else        echo "[OK] Information: El parametro msgseg con valor actual ${MSGSEG} debe tener una valor superior a 32767"        fi fi   MSGTQL=$(${KCTUNE} | grep msgtql | awk '{print $2}') if [ ${MSGTQL} -lt ${NPROC} ] then        echo "[FAILED] Information: El parametro msgtql con valor actual ${MSGTQL} debe tener una valor superior a ${NPROC}" else        echo "[OK] Information: El parametro msgtql con valor actual ${MSGTQL} debe tener una valor superior a ${NPROC}" fi       if [ ${UX_VERS} = "B.11.23" ] then        NFILE_T=$(${KCTUNE} | grep nfile | awk '{print $2}')        NFILE=$((15*NPROC+2048))        if [ ${NFILE_T} -lt ${NFILE} ]        then        echo "[FAILED] Information: El parametro nfile con valor actual ${NFILE_T} debe tener una valor superior a ${NFILE}"        else        echo "[OK] Information: El parametro nfile con valor actual ${NFILE_T} debe tener una valor superior a ${NFILE}"        fi fi     NFLOCKS=$(${KCTUNE} | grep nflocks | awk '{print $2}') if [ ${NFLOCKS} -lt ${NPROC} ] then        echo "[FAILED] Information: El parametro nflocks con valor actual ${NFLOCKS} debe tener una valor superior a ${NPROC}" else        echo "[OK] Information: El parametro nflocks con valor actual ${NFLOCKS} debe tener una valor superior a ${NPROC}" fi   NINODE_T=$(${KCTUNE} | grep ninode | grep -v vx | awk '{print $2}') NINODE=$((8*NPROC+2048)) if [ ${NINODE_T} -lt ${NINODE} ] then        echo "[FAILED] Information: El parametro ninode con valor actual ${NINODE_T} debe tener una valor superior a ${NINODE}" else        echo "[OK] Information: El parametro ninode con valor actual ${NINODE_T} debe tener una valor superior a ${NINODE}" fi     NCSIZE_T=$(${KCTUNE} | grep ncsize | awk '{print $2}') NCSIZE=$((NINODE+1024)) if [ ${NCSIZE_T} -lt ${NCSIZE} ] then        echo "[FAILED] Information: El parametro ncsize con valor actual ${NCSIZE_T} debe tener una valor superior a ${NCSIZE}" else        echo "[OK] Information: El parametro ncsize con valor actual ${NCSIZE_T} debe tener una valor superior a ${NCSIZE}" fi     if [ ${UX_VERS} = "B.11.23" ] then        MSGMAP_T=$(${KCTUNE} | grep msgmap | awk '{print $2}')        MSGMAP=$((MSGTQL+2))        if [ ${MSGMAP_T} -lt ${MSGMAP} ]        then        echo "[FAILED] Information: El parametro msgmap con valor actual ${MSGMAP_T} debe tener una valor superior a ${MSGMAP}"        else        echo "[OK] Information: El parametro msgmap con valor actual ${MSGMAP_T} debe tener una valor superior a ${MSGMAP}"        fi fi   NKTHREAD_T=$(${KCTUNE} | grep nkthread | awk '{print $2}') NKTHREAD=$((((NPROC*7)/4)+16)) if [ ${NKTHREAD_T} -lt ${NKTHREAD} ] then        echo "[FAILED] Information: El parametro nkthread con valor actual ${NKTHREAD_T} debe tener una valor superior a ${NKTHREAD}" else        echo "[OK] Information: El parametro nkthread con valor actual ${NKTHREAD_T} debe tener una valor superior a ${NKTHREAD}" fi     SEMMNI=$(${KCTUNE} | grep semmni | grep -v '(semm' | awk '{print $2}') if [ ${SEMMNI} -lt ${NPROC} ] then        echo "[FAILED] Information: El parametro semmni con valor actual ${SEMMNI} debe tener una valor superior a ${NPROC}" else        echo "[OK] Information: El parametro semmni con valor actual ${SEMMNI} debe tener una valor superior a ${NPROC}" fi     SEMMNS_T=$(${KCTUNE} | grep semmns | awk '{print $2}') SEMMNS=$((SEMMNI+2)) if [ ${SEMMNS_T} -lt ${SEMMNI} ] then        echo "[FAILED] Information: El parametro semmns con valor actual ${SEMMNS_T} debe tener una valor superior a ${SEMMNS}" else        echo "[OK] Information: El parametro semmns con valor actual ${SEMMNS_T} debe tener una valor superior a ${SEMMNS}" fi   SEMMNU_T=$(${KCTUNE} | grep semmnu | awk '{print $2}') SEMMNU=$((NPROC-4)) if [ ${SEMMNU_T} -lt ${SEMMNU} ] then        echo "[FAILED] Information: El parametro semmnu con valor actual ${SEMMNU_T} debe tener una valor superior a ${SEMMNU}" else        echo "[OK] Information: El parametro semmnu con valor actual ${SEMMNU_T} debe tener una valor superior a ${SEMMNU}" fi     if [ ${UX_VERS} = "B.11.23" ] then        SEMVMX=$(${KCTUNE} | grep msgseg | awk '{print $2}')        if [ ${SEMVMX} -lt 32767 ]        then        echo "[FAILED] Information: El parametro semvmx con valor actual ${SEMVMX} debe tener una valor superior a 32767"        else        echo "[OK] Information: El parametro semvmx con valor actual ${SEMVMX} debe tener una valor superior a 32767"        fi fi     SHMMNI=$(${KCTUNE} | grep shmmni | awk '{print $2}') if [ ${SHMMNI} -lt 512 ] then        echo "[FAILED] Information: El parametro shmmni con valor actual ${SHMMNI} debe tener una valor superior a 512" else        echo "[OK] Information: El parametro shmmni con valor actual ${SHMMNI} debe tener una valor superior a 512" fi     SHMSEG=$(${KCTUNE} | grep shmseg | awk '{print $2}') if [ ${SHMSEG} -lt 120 ] then        echo "[FAILED] Information: El parametro shmseg con valor actual ${SHMSEG} debe tener una valor superior a 120" else        echo "[OK] Information: El parametro shmseg con valor actual ${SHMSEG} debe tener una valor superior a 120" fi   VPS_CEILING=$(${KCTUNE} | grep vps_ceiling | awk '{print $2}') if [ ${VPS_CEILING} -lt 64 ] then        echo "[FAILED] Information: El parametro vps_ceiling con valor actual ${VPS_CEILING} debe tener una valor superior a 64" else        echo "[OK] Information: El parametro vps_ceiling con valor actual ${VPS_CEILING} debe tener una valor superior a 64" fi   SHMMAX=$(${KCTUNE} | grep shmmax | awk '{print $2}') if [ ${SHMMAX} -lt ${MEM_TOTAL} ] then         echo "[FAILED] Information: El parametro shmmax con valor actual ${SHMMAX} debe tener una valor superior a ${MEM_TOTAL}" else         echo "[OK] Information: El parametro shmmax con valor actual ${SHMMAX} debe tener una valor superior a ${MEM_TOTAL}" fi exit 0  

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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 scaled down by half (0.5 units) in the last 100 frames. I am using simple linear interpolation to calculate the delta-animation value for each frame. Pseudo code: The below drawFrame() is executed for 300 times (300 frames) in a loop. float RectMVMatrix[4][4] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }; // identity matrix int totalframes = 300; float translate-delta; // interpolated translation value for each frame float scale-delta; // interpolated scale value for each frame // The usual code for draw is: void drawFrame(int iCurrentFrame) { // mySetIdentity(RectMVMatrix); // comment this line to retain the animated position. mytranslate(RectMVMatrix, translate-delta, X_AXIS); // to translate the mv matrix in x axis by translate-delta value myscale(RectMVMatrix, scale-delta); // to scale the mv matrix by scale-delta value ... // opengl calls glDrawArrays(...); eglswapbuffers(...); } The above code will work fine for first 100 frames. in order to retain the animated rectangle during the frames 101 to 200, i removed the "mySetIdentity(RectMVMatrix);" in the above drawFrame(). Now on entering the drawFrame() for the 2nd frame, the RectMVMatrix will have the animated value of first frame e.g. RectMVMatrix[4][4] = { 1.01, 0, 0, 2, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 };// 2 pixels translation and 1.01 units scaling after first frame This RectMVMatrix is used for mytranslate() in 2nd frame. The translate function will affect the value of "RectMVMatrix[0][0]". Thus translation affects the scaling values also. Eventually output is getting wrong. How to retain the animated position without affecting the current ModelView matrix? =========================================== I got the solution... Thanks to Sergio. I created separate matrices for translation and scaling. e.g.CurrentTranslateMatrix[4][4], CurrentScaleMatrix[4][4]. Then for every frame, I reset 'CurrentTranslateMatrix' to identity and call mytranslate( CurrentTranslateMatrix, translate-delta, X_AXIS) function. I reset 'CurrentScaleMatrix' to identity and call myscale(CurrentScaleMatrix, scale-delta) function. Then, I multiplied these 'CurrentTranslateMatrix' and 'CurrentScaleMatrix' to get the final 'RectMVMatrix' Matrix for the frame. Pseudo Code: float RectMVMatrix[4][4] = {0}; float CurrentTranslateMatrix[4][4] = {0}; float CurrentScaleMatrix[4][4] = {0}; int iTotalFrames = 300; int iAnimationFrames = 100; int iTranslate_X = 200.0f; // in pixels float fScale_X = 2.0f; float scaleDelta; float translateDelta_X; void DrawRect(int iTotalFrames) { mySetIdentity(RectMVMatrix); for (int i = 0; i< iTotalFrames; i++) { DrawFrame(int iCurrentFrame); } } void getInterpolatedValue(int iStartFrame, int iEndFrame, int iTotalFrame, int iCurrentFrame, float *scaleDelta, float *translateDelta_X) { float fDelta = float ( (iCurrentFrame - iStartFrame) / (iEndFrame - iStartFrame)) float fStartX = 0.0f; float fEndX = ConvertPixelsToOpenGLUnit(iTranslate_X); *translateDelta_X = fStartX + fDelta * (fEndX - fStartX); float fStartScaleX = 1.0f; float fEndScaleX = fScale_X; *scaleDelta = fStartScaleX + fDelta * (fEndScaleX - fStartScaleX); } void DrawFrame(int iCurrentFrame) { getInterpolatedValue(0, iAnimationFrames, iTotalFrames, iCurrentFrame, &scaleDelta, &translateDelta_X) mySetIdentity(CurrentTranslateMatrix); myTranslate(RectMVMatrix, translateDelta_X, X_AXIS); // to translate the mv matrix in x axis by translate-delta value mySetIdentity(CurrentScaleMatrix); myScale(RectMVMatrix, scaleDelta); // to scale the mv matrix by scale-delta value myMultiplyMatrix(RectMVMatrix, CurrentTranslateMatrix, CurrentScaleMatrix);// RectMVMatrix = CurrentTranslateMatrix*CurrentScaleMatrix; ... // opengl calls glDrawArrays(...); eglswapbuffers(...); } I maintained this 'RectMVMatrix' value, if there is no animation for the current frame (e.g. 101th frame onwards). Thanks, Arun AC

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  • El CFO como agente de cambio

    - by RED League Heroes-Oracle
    "El Director Financiero es ahora visto como un catalizador de negocios ... Y es al CFO a quien las empresas buscan en su intento de aprovechar la tecnología para obtener una ventaja competitiva" EL CFO impulsa la Innovación en el Negocio a través de Estrategias de Inversión Personalizada No es ningún secreto que la Nube, las redes sociales , los grandes datos , las aplicaciones móviles y otras tecnologías disruptivas están trayendo cambios sin precedentes a las empresas de hoy en día . Pero mientras que la tecnología está proporcionando la chispa necesaria para el cambio, no toda la transformación está ocurriendo en el interior del departamento de TI. Los modelos financieros que sustentan las inversiones en las últimas tecnologías también están experimentando convulsiones. Las estrategias más recientes están aprovechando los futuros ingresos o ahorros esperados de las inversiones para financiar las innovaciones empresariales actuales. Esto ayuda a explicar por qué la línea de los Ejecutivos de negocios pueden están involucrados directamente en el 80 por ciento de las nuevas inversiones en TI para el 2016, un 58 por ciento más que en 2013 de acuerdo con la organización de investigación IDC. Por ejemplo, algunas organizaciones ya no sólo financian proyectos de nuevas tecnologías a partir de los presupuestos de TI exclusivamente. Los directores financieros a la vanguardia de la modernización se tornan a estas soluciones para desarrollar estrategias creativas que financien la innovación empresarial con nuevos recursos. “El director financiero es ahora más probable que sea visto como un catalizador del negocio, es decir, un agente de cambio y una valiosa fuente de experiencia e ideas ", afirman los vicepresidentes de Oracle, John O'Rourke y Karen Dela Torre en el documento Empoderando la Organización Financiera Moderna. Los CFOs como agentes de cambio requieren de opciones de inversión flexibles y sofisticadas para ayudar a sus organizaciones a capitalizarse rápidamente en las aperturas de competitividad. Obtenga más información aquí: http://bit.ly/1pBh7Ug

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  • openGL ES - change the render mode from RENDERMODE_WHEN_DIRTY to RENDERMODE_CONTINUOUSLY on touch

    - by Sid
    i want to change the rendermode from RENDERMODE_WHEN_DIRTY to RENDERMODE_CONTINUOUSLY when i touch the screen. WHAT i Need : Initially the object should be stationary. after touching the screen, it should move automatically. The motion of my object is a projectile motion ans it is working fine. what i get : Force close and a NULL pointer exception. My code : public class BallThrowGLSurfaceView extends GLSurfaceView{ MyRender _renderObj; Context context; GLSurfaceView glView; public BallThrowGLSurfaceView(Context context) { super(context); // TODO Auto-generated constructor stub _renderObj = new MyRender(context); this.setRenderer(_renderObj); this.setRenderMode(RENDERMODE_WHEN_DIRTY); this.requestFocus(); this.setFocusableInTouchMode(true); glView = new GLSurfaceView(context.getApplicationContext()); } @Override public boolean onTouchEvent(MotionEvent event) { // TODO Auto-generated method stub if (event != null) { if (event.getAction() == MotionEvent.ACTION_DOWN) { if (_renderObj != null) { Log.i("renderObj", _renderObj + "lll"); // Ensure we call switchMode() on the OpenGL thread. // queueEvent() is a method of GLSurfaceView that will do this for us. queueEvent(new Runnable() { public void run() { glView.setRenderMode(RENDERMODE_CONTINUOUSLY); } }); return true; } } } return super.onTouchEvent(event); } } PS : i know that i am making some silly mistakes in this, but cannot figure out what it really is.

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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 think it is sufficient for what I'm asking here. So far I have thought in some solutions: Draw white circles to a dark background, corresponding to the units visibility, then render to a texture, and then drawing a quad with that texture with blend mode set to multiply. Will this approach be efficient? Will it take too much memory? (I don't know how to render to texture and then use the texture. Is it too messy?) Have a grid object with a vertex shader which has an array of uniforms having the coordinates of all units, and another array which has their visibility range. The number of units will very probably never be bigger then 100. The vertex shader needs to test for each considered vertex, if there is some unit which can see it. In order to do this it, will have to loop the array with the coordinates and do some calculations based on distance. The efficiency of this is inversely proportional to the looks of it. A more dense grid will result in a more beautiful fog of war... but will require a greater amount of vertexes to be checked. Is it possible to find a nice compromise or is this a bad solution from the start? Which solution is the best? Are there better alternatives? Which ones? Thank you for your time.

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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 blending via GLSL), and I quite liked this, and I would now like to know if and how it is possible to retain this blending effect, on top of the existing output without affecting the original alpha channel - as I don't know how to input this transparency via the parameter that is already being provided with the textures alpha channel. A basic example of the blending program I am referring to (minus any other functionality) is as follows... varying vec2 texCoord; uniform sampler2D texSampler; void main() { gl_FragColor = vec4(texture2D(texSampler,texCoord).xyz,0.5); } Where 0.5 is the transparency (blending effect) of the whole texture. This is the current version of my program, which provides the ability to colour a texture according the colour parameter passed to the program, and retains the alpha channel of the original texture. varying vec2 texCoord; uniform sampler2D texSampler; uniform vec3 colour; void main() { gl_FragColor = vec4(colour,1) * vec4(texture2D(texSampler,texCoord).xyz,texture2D(texSampler,texCoord).w); } I need to know if it is possible to apply transparency on top this program, without affecting the original alpha channel which I have already preserved. I hope this makes enough sense, I am sure it is possible, and if so I should imagine it is rather simple, but this has me stumped. Any help much appreachiated. Cheers, Chris

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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 read that we can use mipmap in Android but I have not found a real tutotial. Are they compatible with Android 2.2+ ? Which program creates mipmaps? How do you actually use in code?

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  • 2D Rendering with OpenGL ES 2.0 on Android (matrices not working)

    - by TranquilMarmot
    So I'm trying to render two moving quads, each at different locations. My shaders are as simple as possible (vertices are only transformed by the modelview-projection matrix, there's only one color). Whenever I try and render something, I only end up with slivers of color! I've only done work with 3D rendering in OpenGL before so I'm having issues with 2D stuff. Here's my basic rendering loop, simplified a bit (I'm using the Matrix manipulation methods provided by android.opengl.Matrix and program is a custom class I created that just calls GLES20.glUniformMatrix4fv()): Matrix.orthoM(projection, 0, 0, windowWidth, 0, windowHeight, -1, 1); program.setUniformMatrix4f("Projection", projection); At this point, I render the quads (this is repeated for each quad): Matrix.setIdentityM(modelview, 0); Matrix.translateM(modelview, 0, quadX, quadY, 0); program.setUniformMatrix4f("ModelView", modelview); quad.render(); // calls glDrawArrays and all I see is a sliver of the color each quad is! I'm at my wits end here, I've tried everything I can think of and I'm at the point where I'm screaming at my computer and tossing phones across the room. Anybody got any pointers? Am I using ortho wrong? I'm 100% sure I'm rendering everything at a Z value of 0. I tried using frustumM instead of orthoM, which made it so that I could see the quads but they would get totally skewed whenever they got moved, which makes sense if I correctly understand the way frustum works (it's more for 3D rendering, anyway). If it makes any difference, I defined my viewport with GLES20.glViewport(0, 0, windowWidth, windowHeight); Where windowWidth and windowHeight are the same values that are pased to orthoM It might be worth noting that the android.opengl.Matrix methods take in an offset as the second parameter so that multiple matrices can be shoved into one array, so that'w what the first 0 is for For reference, here's my vertex shader code: uniform mat4 ModelView; uniform mat4 Projection; attribute vec4 vPosition; void main() { mat4 mvp = Projection * ModelView; gl_Position = vPosition * mvp; } I tried swapping Projection * ModelView with ModelView * Projection but now I just get some really funky looking shapes... EDIT Okay, I finally figured it out! (Note: Since I'm new here (longtime lurker!) I can't answer my own question for a few hours, so as soon as I can I'll move this into an actual answer to the question) I changed Matrix.orthoM(projection, 0, 0, windowWidth, 0, windowHeight, -1, 1); to float ratio = windowWwidth / windowHeight; Matrix.orthoM(projection, 0, 0, ratio, 0, 1, -1, 1); I then had to scale my projection matrix to make it a lot smaller with Matrix.scaleM(projection, 0, 0.05f, 0.05f, 1.0f);. I then added an offset to the modelview translations to simulate a camera so that I could center on my action (so Matrix.translateM(modelview, 0, quadX, quadY, 0); was changed to Matrix.translateM(modelview, 0, quadX + camX, quadY + camY, 0);) Thanks for the help, all!

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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). For a test, I submitted this new changeset that hard-codes the smaller size (plus increases the point size for HII regions to make the dust clouds more visible), and as you see in the video, now it is slow even in the simulator (left side shows the small size, right side shows the original size -- otherwise the code is the same). I'm clueless why it's soooo slow with a smaller galaxy, in fact it should be FASTER. As for general speed optimization (which is not strictly part of my question but is closely related to it, esp. if we need a workaround to speed things up), some initial ideas: reducing the number of items drawn may affect the appearance negatively but screen resolution could be reduced there are too many glBegin(GL_POINTS)/glEnd() blocks, we could draw more than just a single star at once

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  • OpenGL-ES: clearing the alpha of the FrameBufferObject

    - by MrDatabase
    This question is a follow-up to Texture artifacts on iPad How does one "clear the alpha of the render texture frameBufferObject"? I've searched around here, StackOverflow and various search engines but no luck. I've tried a few things... for example calling GlClear(GL_COLOR_BUFFER_BIT) at the beginning of my render loop... but it doesn't seem to make a difference. Any help is appreciated since I'm still new to OpenGL. Cheers! p.s. I read on SO and in Apple's documentation that GlClear should always be called at the beginning of the renderLoop. Agree? Disagree? Here's where I read this: http://stackoverflow.com/questions/2538662/how-does-glclear-improve-performance

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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 1 px.But this problem only occur on my tablet.There aren't a problem like this on my phone.It's like in this picture: What can be the problem?I can't fix it from one week.

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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 beginWithClear:bgColor.r g:bgColor.g b:bgColor.b a:bgColor.a]; glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(2, GL_FLOAT, 0, verts); glColorPointer(4, GL_FLOAT, 0, colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)nVerts); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); [rt end]; But since OpenGL 2.0 works differently this code won't work. What is the best way to use the new OpenGL?

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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[] mTexCoordArr; private int mTextureName; private static short mCounter = 0; private short mIndex; As you can see, each tile has it's x,y location, a color array, texture coordinates and a texture name. Now, I want to render all my created tiles. To reduce the openGL api calls (I read somewhere that the state changes are costly and therefore I want to keep them to a minimum), I first want to hand ALL the coordinate-arrays, color-arrays and texture-coordinates over to OpenGL. After that I run two for loops. The first one iterates over the textures and binds the texture. The second for loop iterates over all Tiles and puts all tiles with the corresponding texture into an IndexBuffer. After the second for loop has finished, I call gl.gl_drawElements() whith the corresponding index buffer, to draw all tiles with the texture associated. For the next texture I do the same again. Now I run into some problems: Allocating and filling the FloatBuffers at the start of each rendering cycle costs very much time. I just run a test, where i wanted to put 400 coordinates into a FloatBuffer which took me about 200ms. My questions now are: Is there a better way, handling the coordinate and color structures? How is this correctly done, this is obviously not the optimal way? ;) thanks in advance, regards Markus

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  • Rendering Texture Quad to Screen or FBO (OpenGL ES)

    - by Usman.3D
    I need to render the texture on the iOS device's screen or a render-to-texture frame buffer object. But it does not show any texture. It's all black. (I am loading texture with image myself for testing purpose) //Load texture data UIImage *image=[UIImage imageNamed:@"textureImage.png"]; GLuint width = FRAME_WIDTH; GLuint height = FRAME_HEIGHT; //Create context void *imageData = malloc(height * width * 4); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef context = CGBitmapContextCreate(imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGColorSpaceRelease(colorSpace); //Prepare image CGContextClearRect(context, CGRectMake(0, 0, width, height)); CGContextDrawImage(context, CGRectMake(0, 0, width, height), image.CGImage); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); Simple Texture Quad drawing code mentioned here //Bind Texture, Bind render-to-texture FBO and then draw the quad const float quadPositions[] = { 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, -1.0, 0.0, -1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0 }; const float quadTexcoords[] = { 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0 }; // stop using VBO glBindBuffer(GL_ARRAY_BUFFER, 0); // setup buffer offsets glVertexAttribPointer(ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), quadPositions); glVertexAttribPointer(ATTRIB_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), quadTexcoords); // ensure the proper arrays are enabled glEnableVertexAttribArray(ATTRIB_VERTEX); glEnableVertexAttribArray(ATTRIB_TEXCOORD0); //Bind Texture and render-to-texture FBO. glBindTexture(GL_TEXTURE_2D, GLid); //Actually wanted to render it to render-to-texture FBO, but now testing directly on default FBO. //glBindFramebuffer(GL_FRAMEBUFFER, textureFBO[pixelBuffernum]); // draw glDrawArrays(GL_TRIANGLES, 0, 2*3); What am I doing wrong in this code? P.S. I'm not familiar with shaders yet, so it is difficult for me to make use of them right now.

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  • OpenGL ES multiple objects not being rendered

    - by ladiesMan217
    I am doing the following to render multiple balls move around the screen but only 1 ball is seen to appear and function. I don't know why the rest (count-1) balls are not being drawn public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub gl.glDisable(GL10.GL_DITHER); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glClientActiveTexture(DRAWING_CACHE_QUALITY_HIGH); gl.glLoadIdentity(); for(int i=0;i<mParticleSystem.getParticleCount();i++){ gl.glPushMatrix(); gl.glTranslatef(mParticleSystem.getPosX(i), mParticleSystem.getPosY(i), -3.0f); gl.glScalef(0.3f, 0.3f, 0.3f); gl.glColor4f(r.nextFloat(), r.nextFloat(), r.nextFloat(), 1); gl.glEnable(GL10.GL_TEXTURE_2D); mParticleSystem.getBall(i).draw(gl); gl.glPopMatrix(); } } Here is my void draw(GL10 gl) method public void draw(GL10 gl){ gl.glEnable(GL10.GL_CULL_FACE); gl.glEnable(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_DEPTH_TEST); // gl.glTranslatef(0.2f, 0.2f, -3.0f); // gl.glScalef(size, size, 1.0f); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertBuff); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, points/2); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); }

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  • Tutorials and libraries for OpenGL-ES games on Android

    - by user197141
    What tutorials and libraries are available which can help beginners to develop 2D and 3D games on Android using OpenGL-ES? I'm looking for tutorials which can help me learn OpenGL-ES, and I'm looking for OpenGL-ES libraries which can make life easier for beginners in OpenGL-ES. Since Android is still small, I guess it may be help-full to read iPhone OpenGL-ES tutorials as well, as I suppose the OpenGL-ES functionality is much the same. I have found the following useful information which I would have liked to share: Android tutorials: Basic tutorial covering polygons, no textures anddev forum with some tutorials Other Android OpenGL-ES information: Google IO lecture regarding games, not much OpenGLES The The Khronos Reference Manual is also relevant to have, but its not exactly the best place to start. iPhone OpenGL-ES tutorials (where the OpenGl-ES information is probably useful): http://web.me.com/smaurice/AppleCoder/iPhone_OpenGL/Archive.html http://iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-table-of.html As for libraries which a beginner might use to get a simpler hands-on experience with OpenGL-ES, I have only found Rokon, which is recently started, thus has many holes and bugs. And it's gnuGPL licensed (at the moment) which means it cannot be used, if we wish to sell our games. What else is out there?

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  • El éxito del Customer Experience

    - by Noelia Gomez
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 Desde hace más de un año Oracle está apostando por soluciones que supongan un cambio en la gestión de la relación con el cliente, mejorando su experiencia para fidelizarle mientras las empresas ahorran en costes. Por otro lado, son muchas las empresas las que se han dado cuenta de esta necesidad y de que las redes sociales permiten una conexión con el cliente que antes no se había logrado, pudiendo detectar necesidades antes desconocidas. Por todo ello, el pasado 29 de Octubre Contact Center, en colaboración con Oracle, quiso invitar la los especialistas de Customer Experience de las mayores empresas de España en una jornada ejecutiva para descubrir las novedades en este área e intercambiar opiniones con otros expertos. Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif";} Fernando Rumbero, Iberia Applications Cluster Leader de Oracle, abrió las ponencias hablando de la “Tercera Revolución”, una presentación que nos abrió la perspectiva de la realidad en la que vivimos, clientes, usuarios y empresas. Por su parte, Victor Lopez, Sales Consulting Director de Oracle, nos condujo en Un recorrido por el mundo del cliente para lograr ofrecer una experiencia que este espera. Después, conocimos casos prácticos de la mano de Albert Valls, especialista en CX, que nos mostró los resultados de algunos de nuestros clientes y como han logrado alcanzar sus objetivos. Tras un breve descanso que dio lugar al networking, escuchamos a la ponencia más esperada de la jornada: ¿Por qué Linkedin tienen 249 millones de usuarios? Francesc Arbiol, Head of Iberia, Linkedin, fue el responsable de responder a esta pregunta, dándonos las claves para ofrecer un servicio de alta calidad y rentable con Oracle RightNow. En el momento para preguntas y respuestas, moderado por Guillermo San Roman, Applications Sales Director de Oracle, los asistentes estuvieron muy activos y fueron muchas las interacciones con los ponentes y entre los propios asistentes. En este espacio se pusieron de manifiesto las preguntas más latentes de este escenario: ¿Estamos preparados para dar respuesta y comprender al cliente de hoy? ¿Cómo dirigir y priorizar las actividades para alcanzar el mejor resultado?Infraestructuras y claves para aprender a liderar la experiencia de cliente. ¿Cómo integrar a todas las áreas de la empresa en el proceso de Customer Experience? Proactividad y multicanalidad: dos principios básicos en el Customer Experience La jornada se cerró con un coctel en el que el prevaleció el intercambio de opiniones y encuentros entre profesionales. Sin duda un evento de los que te hacen irte a casa con miles de ideas en la cabeza. ¿Estuviste en el encuentro? Cuéntanos, ¿qué te pareció? ¿No pudiste asistir? Ponte en contacto con nosotros y nos acercaremos a tu oficina.   /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}

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