opengl es 2 0

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Orthographic projection in OpenGL ES

coordinates.Since the device uses a left-handed coordinate system, the default is the right-hand coordinate system when OpenGL is drawn, so the near/far definition needs to be reversed in the setting of the orthogonal matrix.Final float aspectratio = width > height? (float) width/(float) Height: (float) height/(float) width; if (Width > height) { Orthom (ProjectionMatrix,0,-apositionloca

Implementation of OpenGL ES on HTC Touch HD

Start with an HTC Touch HD. Otherwise, it would be a pity that the big screen. The query shows that although the HD configuration is still acceptable, it is a pity that the CPU of Qualcomm's msm7201a is too shabby to support OpenGL ES. On glbenchmark, we can see that it only supports es1.0, and elasticsearch benchmark is normal. However, even so, there is always better than none. Start writing esProgra

OpenGL ES 2.0 Camera with projection

from viewpoint 7 );3. Projection mode-Perspective projectionThe projection lines of the perspective projection are not parallel, and they intersect at the viewpoint. Through the perspective can be produced in the real world "near big far small" effect.1 Matrix.frustumm (2 Mprojmatrix, // storage Generation matrix element float[] Type array 3 0, // Fill Start offset 4 Left,right, //

Android OpenGL ES (ix) Draw segment line Segment.

Create a DrawLine Activity that defines four vertices:float vertexarray[] =-0.8f,-0.4f1.732f0.0f- 0.4f0.4f1.732f0.0f0.0f,-0.4f1.732f 0.0f0.4f0.4f1.732f0.0f,};Draw the line in three modes Gl_lines,gl_line_strip,gl_line_loop, respectively: Public voidDrawscene (GL10 gl) {super. Drawscene (GL); Bytebuffer VBB= Bytebuffer.allocatedirect (vertexarray.length*4); Vbb.order (Byteorder.nativeorder ()); Floatbuffer Vertex=Vbb.asfloatbuffer (); Vertex.put (Vertexarray); Vertex.position (

OpenGL ES Learning

A vertex set: private float vertices[] = { -1.0f, 1.0f, 0.0f, // 0, Top Left -1.0f, -1.0f, 0.0f, // 1, Bottom Left 1.0f, -1.0f, 0.0f, // 2, Bottom Right 1.0f, 1.0f, 0.0f, // 3, Top Right 2.0f, 1.0f, 0.0f, // 4, Top 2Right 2.0f, -1.0f, 0.0f, // 5, Bottom 2Right}; Set to draw only the front (counterclockwise) GL. glfrontface (gl10.gl _ CCW); //

OpenGL ES 3.0 Fragment buffer Objects (FBO) details (ii)

We can use frame buffer objects to achieve off-screen rendering. Frame buffer objects support the following operations1. Create a Frame buffer object using only the OpenGL ES function.2. Create multiple FBO using EGL context.3. Create the off-screen color, depth, template render buffer, and texture, and bind them to the frame buffer object.4. Share color, depth,

OpenGL ES 2.0 Shader development

connection phase Function prototype: The String glgetprograminfolog (int program) parameter means: The programs is the ID of a shader application. 5. Cleaning shaderWhen you no longer need a shader or a program, you need to clean it up to free up resources. Function Prototypes: void Gldeleteshader (int shader) Parameter meaning: Shader is the ID of the vertex shader or slice shader to be excluded 6. Creating a Program Objectint program = Gles20.glcreatep

Android OpenGL ES Development shader

Shader is an important part of OpenGL ES.Brief introductionThe shader program is a program that runs on the GPU and is a program written in GLSL language.FunctionWith OpenGL shaders, you can enrich rendering, and the features you can implement include:(1) More authentic materials-metal, stone, wood, etc.(2) More realistic lighting effects-area lighting, soft shad

Android OpenGL ES 2.0 surfaceview Background Transparent

Surfaceview's black background blocks the parent's background, and now sets the surfaceview background to be transparent, seeing both the 3D object being painted and the background.In onsurfacecreated, call Gles20.glclearcolor (0f, 0f, 0f, 0f); Alpha is 0, which is transparent.Then, the Surfaceview must be treated as follows:Mglsurfaceview.seteglconfigchooser (8, 8, 8, 8, 16, 0);Testrenderer renderer = new

The triangulation of Opengl ES line

This paper mainly discusses the algorithm to extend the line into 2d line surface.It's easy to extend the P0P1 line into a polygon.vec2f line = P1-p0vec2f normal = vec2f (-line.y, line.x). Normalized () .vec2f A = p0-thickness * normal;vec2f B = p0 + thickness * normal;vec2f c = p1-thickness * normal;vec2f d = p1 + thickness * normal;If this is a straight line, but if there is a polyline, we also need to calculate the intersection point whereFirst we'll find out tvec2fT= ((P2-P1). Normalized ()

Three variable types of OpenGL ES (uniform, attribute, and varying)

;Attribute vec2 a_texcoord0;Varying vec2 v_texcoord; // varying in vertex shaderVoid main (void){Gl_position = u_matviewprojection * a_position;V_texcoord = a_texcoord0;} // Fragment shaderPrecision mediump float;Varying vec2 v_texcoord; // varying in fragment shaderUniform sampler2d s_basemap;Uniform sampler2d s_lightmap;Void main (){Vec4 basecolor;Vec4 lightcolor;Basecolor = texture2d (s_basemap, v_texcoord );Lightcolor = texture2d (s_lightmap, v_texcoord );Gl_fragcolor = basecolor * (lightcol

Android OpenGL ES

First: Render: Package com. example. OpenGL. Render; Import javax. microedition. khronos. EGL. eglconfig;Import javax. microedition. khronos. opengles. gl10; Import com.example.opengl.doc ument. cylinder; Import Android. OpenGL. glsurfaceview;Import Android. OpenGL. glsurfaceview. Renderer;Import Android. View. motionevent;Import Android. View.

OpenGL ES 2.0 Fog

The use of fog in the scene not only improves realism, but also optimizes performance in specific situations. In particular, when the object is far enough away from the camera, the fog is strong enough to see only the fog and not see the object, it is not necessary to the object coloring detailed calculation, which can greatly improve rendering efficiency.There are many mathematical models of fogLinear Model:F=max (min (end-dist)/(End-start), 1.0), 0.0) F is the atomization factor, the val

Android OpenGL ES concise development tutorial 04

conversion) The sequence of coordinate transformation directly affects the final result when the mesh (mesh, which constitutes the basic unit of three-dimensional form) is translated and selected at the same time. For example, the system first translates and then rotates, and the center of the rotation is the coordinate after the translation. Select and then pan:To translate, it is relative to the coordinate system after rotation: A basic principle is that the coordinate transformation is perfo

ES learning-java Operation 2.4. version 0

Bulkprocessor.listener () {public void Beforebulk (long paramlong, bulkrequest parambulkrequest) {TODO auto-generated Method Stub}Execution when an error occurspublic void Afterbulk (long paramlong, Bulkrequest parambulkrequest, Throwable paramthrowable) {TODO auto-generated Method Stub}public void Afterbulk (long paramlong, Bulkrequest parambulkrequest, Bulkresponse parambulkresponse) {TODO auto-generated Method Stub}})1w Request Execution once bulk. Setbulkactions (10000)1GB Data Refresh once

Chapter 2 of OpenGl learning and Chapter 2 of opengl

Chapter 2 of OpenGl learning and Chapter 2 of opengl After openGl is basically drawn, it's time to move from a plane to a three-dimensional one. Now, to draw a Golden Triangle, the main problem is the fixed-point array, GL10.GL _ TRIANGLES, GL_TRIANGLES-this parameter means

Basic concepts of OpenGL 2-use OpenGL for plotting

code sets the background color to Black: Glclearcolor (0, 0, 0, 1 ); 1.4 clear screen and buffer before painting Generally, we write the call of all the plotting functions in the renderscene process. We should clear the screen and buffer before each draw. The following code uses the specified clear color to clear them: Void renderscene { Glclear (gl_color_buffer

OpenGL learning Process (2) Building the OpenGL development environment

NotoginsengGlutinitdisplaymode (Glut_single | GLUT_RGB);//single-buffered, RGB-mode -Glutinitwindowsize ( -, -); theGlutinitwindowposition ( $, $); +Glutcreatewindow ("Triangles");//Window Title A init (); the /*Drawing and displaying*/ +Glutreshapefunc (Myreshape);//behavior to take when the window size has changed -Glutdisplayfunc (Mydisplay);//Show Drawing drawing $Glutmainloop ();//Loops $ return(0); -}Click the local Windows debugger to

OpenGL usage in MFC (2) -- derived OpenGL class, mfcopengl

OpenGL usage in MFC (2) -- derived OpenGL class, mfcopengl Sometimes OpenGL needs to be configured every time, which is a little troublesome. You can directly derive an OpenGL Class Based on CWND and use it directly when necessary. The following is an example of this class,

Android graphics --- OpenGL (2)

://developer.android.com/reference/javax/microedition/khronos/opengles/GL11Ext.html) GL11ExtensionPack (http://developer.android.com/reference/javax/microedition/khronos/opengles/GL11ExtensionPack.html) 2. OpenGL ES 2.0 API class Android. opengl. ELES20 ------ this package provides the

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