opengl-es

Fatal signal 11 (SIGSEGV), code 2, fault addr 0x74446000 in tid 13424 (GLThread 785)

孤人 提交于 2019-12-08 08:22:58
问题 I'm getting this error Fatal signal 11 (SIGSEGV), code 2, fault addr 0x74446000 in tid 13424 (GLThread 785) when I run in Nexus 9. But other cellphone doesn't crash(HTC Butterfly2,Samsung note3). When I run in Debug,it run in gl.glDrawArrays(GL10.GL_TRIANGLES,0,vCount); will crash. Here is my code public void drawSelf(GL10 gl) { gl.glRotatef(mAngleZ, 0, 0, 1); gl.glRotatef(mAngleX, 1, 0, 0); gl.glRotatef(mAngleY, 0, 1, 0); //允許使用頂點陣列 gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl

Scene2d tables turn black on one phone after a few game resets

浪子不回头ぞ 提交于 2019-12-08 08:17:07
问题 My game screen uses both Scene2d and normal libgdx sprites. I use scene2d for the pause menus which contain some tables and textbuttons. All is ok on the pc. All is ok also on two mobile phones I'm testing the game on, but I have a pb on a third phone. It seems that after a restart or two of the game level all the scene2d elements that are supposed to appear on the screen have turned black. They are still responsive, meaning the buttons do what they are supposed to do, they move rotate and

OpenGL ES 2 without GLKit

寵の児 提交于 2019-12-08 07:35:53
问题 I want to make an app that uses OpenGL ES 2.0. Can I do this without using GLKit, since I want to deploy it to iOS 4.3? I can't find any reference on this. Is it even possible to use shaders etc without GLKit? Thanks 回答1: You can develop in OpenGL ES 2.0 with shader support without using GLKit. GLKit is only there to make simple tasks easier but you don't have to use it at all. For starters have a look at the guide provided by Apple that outlines different approaches: https://developer.apple

Use of undeclared identifier 'gl_InstanceID'

一个人想着一个人 提交于 2019-12-08 07:35:41
问题 Hi everyone, i have been trying Instanced drawing in OpenGLES2.0, in IOS platform. My rendering code glEnableVertexAttribArray(...); glVertexAttribPointer(...) glDrawElementsInstancedEXT(GL_TRIANGLES,IndicesCount, GL_UNSIGNED_SHORT, 0, 5); And my Vertex Shader attribute vec4 VertPosition; uniform mat4 mvpMatrix[600]; void main() { gl_Position = (mvpMatrix[gl_InstanceID]) * VertPosition; } I'm getting ERROR: Use of undeclared identifier 'gl_InstanceID' my glsl version is 1.0, if version is the

Configuring an offscreen framebuffer fails the completeness test

点点圈 提交于 2019-12-08 07:16:55
问题 I'm trying to create an offscreen framebuffer into which I can do some OpenGL drawing, and then pull the bits out manually. I'm following the instructions here, but in step 4, status is 0 instead of GL_FRAMEBUFFER_COMPLETE_OES. If I insert a call to glGetError() after every gl call, it returns 0 (GL_NO_ERROR) every time. But, the values of variables do not change during the call. E.g., GLuint framebuffer; glGenFramebuffersOES(1, &framebuffer); glBindFramebufferOES(GL_FRAMEBUFFER_OES,

Text only thing visible after pausing GLSurfaceView on Galaxy S3 - Text blur when moved. No button backgrounds

送分小仙女□ 提交于 2019-12-08 07:08:45
问题 I'm getting some STRANGE behavior on a Galaxy S3 (none of my other test devices (not S3s) bug out like the following). Scenario: I'm taking YUV data via JNI from an RTSP stream processed by libffmpeg. I take these values and feed them into C++ code using openGL so they may be mapped to a texture. (Basically, display the video from an RTSP stream in openGL). Issues: I've been trying to add an overlay to the video (with normal Android widgets/views/xml) and I noticed on the Galaxy S3 (nowhere

Antialiasing on OpenGL ES 2.0

梦想的初衷 提交于 2019-12-08 07:08:43
问题 How can I do antialiasing on triangles on the entire render? Should I put it on the fragmentShader? Is there any other good solution to improve this sort of thing? Here is my "view", with very crispy edges (not very nice). 回答1: After doing some Deep research, I found that It's in fact pretty simple, and the most comonly done is to render like there was a screen 4 times bigger (or even more than 4 times). After rendering to this much more bigger screen, the GPU will take the avarege of that

Multiple Programs in WebGL doesn't work

微笑、不失礼 提交于 2019-12-08 07:02:33
问题 I'm trying to use multiple shader programs in webgl but continue to get issues. It seems that if i have a different number of vertex shader attributes in programs then i get nothing rendered with no errors. Is there some constraint that means that programs have to have the same number of attributes? Do i need to disable/enable attribute locations when changing programs? It seems that just creating multiple programs causes the issue ( i dont even have to use the second shader, just the fact

How do I build a command line tool that links against the iPhone Simulator SDK?

馋奶兔 提交于 2019-12-08 06:58:42
问题 Why the hell would I want to do that? The OpenGL Shader Builder is a great development tool, but it compiles shaders using desktop OpenGL, which allows some things that ES does not. I figure if I can create a tool that links against the OpenGLES.framework in the iPhone Simulator SDK, I can get some error reporting without having to build/install/run my application. By inspecting the command lines appearing in the Xcode build window, I got as far as this (in Makefile format, for clarity.

Render to texture, then render texture to screen in iOS

旧街凉风 提交于 2019-12-08 06:56:31
问题 I am trying to render a simple scene into a FBO that is backed by a texture as a color attachment and then draw a quad to the screen using this texture in iOS. This will help me do some post processing of the final scene. There are a few questions on SO that address similar (but not quite the same) questions and I've tried whatever I could understand. Nothing works. I have two shader programs. The first one _program simply takes the vertex positions and renders them with a single color. The