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Latest OpenGLES Activity

It would be useful to see a picture of UI you have. A few large simple UI elements generally don't have as noticeable scaling issues as highly detailed text-heavy interfaces.

In my experience complex UIs show up the worse of scaling with blurry icons, text etc. even if aspect ratio issues are ignore…

4,774 views
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Render passes, a crucial API abstraction that gives application more control over how rendering commands map to tiled-deferred rendering architectures on mobile platforms, is now a core feature of Diligent Engine API! Check out a new tutorial that demonstrates how to implement a simple deferred ren…

4,084 views
khawk
June 17, 2020 06:10 PM
PowerVR SDK and Tools 2020 Release 1 now available

The first release of the PowerVR SDK and Tools for 2020 is now available for download here.

New in this release:

PVRCarbon

The API tracing and debugging tool for OpenGL ES and Vulkan with deep insight into how an application interacts with the graphics API.

Static Application Analysis

PVRCarbon now perf…

6,355 views

How actually obsolete is OpenGL ES on iOS? Demotion from suggested project type to generic libraries in Xcode seems a pretty soft form of deprecation: what matters is whether the games you develop now are going to work flawlessly enough in a few years on updated iOS versions and on new Apple device…

3,266 views
Android AR with Diligent Engine

Check out new Hello AR that shows how to use Diligent Engine in a basic Android AR application.

https://github.com/DiligentGraphics/DiligentEngine

3,817 views
Diligent Engine v2.4.e is out: Vulkan on Android, C API and more

@a light breeze Yes, zip archives are not very useful when there are submodules. The releases serve more like stable version tags.

5,459 views

Hey All,

I've been working on a android game and I set it up as entirely a native activity using native app glue. When my app gets a configuration change event or window resize event, I query EGL/Native Window for the new render width/height. My expectation is that when I rotate my phone, the width …

1,972 views
GLSL: 9-slicing

@delicatetreefrog Is it possible to explain your end result as for the vertex and the fragment shader? I understand that this might be a topic that is way back for you, but I tried to implement this, but I still get skewing of the texture and I am so confused and don't know what to do.

10,856 views

C API has always been one of the most frequently requested DiligentEngine's features, and it has finally been adopted!

Check out reworked Tutorial03_Texturing that demonstrates the usage of the new API.

This is what it looks like:

// Bind vertex and index buffers
Uint32   offset = 0;
IBuffer* pBuffs[1…
4,062 views

The latest release of Diligent Engine implements a number of new features: MSAA, Queries, Bindless Resources. It also makes a major improvement to code quality assurance by enabling automated unit testing, format validation and static code analysis.

Check it out on GitHub: https://github.com/Diligen…

3,157 views

i tried many times to do ssao in worldspace i mean: save world position in texture then sample with some vectors but it has some artefacts like some kind of twisted umbrella, so i decided to follow ssao tutorials that store geometry position in viewspace, however i have no idea what kind of numb…

1,904 views

You can use a single triangle with doubled side-lengths containing the whole screen and some outside, it will be clipped automatically and is a bit better than 2.

Though, for just a single color use glClear, as said above, because it doesn't need a shader.

3,000 views

@xhcao, did you try to read the documentation about glMemoryBarrier ?

5,763 views

#include is not supported afaik, not to mention code is from an android app,

Anyway you will find a method that can insert a text into a string in java too.

4,946 views

You probably already realized this, but glCopyBufferSubData is available in GLES 3.0 if you would rather migrate from 1.0 to 3.0 in one step.

2,173 views

Collision detection was causing most of the performance slow down in my original question. Once I disabled it, the frame-rate went way up. Here is the new version of fast sprite renderer, with all suggestions included (not re-creating VBO, dynamic draw and so on):

https://github.com/dimitril…

6,373 views
Phone Lighting?

Try to normalize N varying vector, it should help a bit.

Direction vectors do not interpolate good so on the edges there is artifact always, but should not be this big.

 

1,891 views

Thank you all,with document I could use this happily and no worry.

Thank you all,with document I could use this happily and no worry.

3,025 views
4 hours ago, _WeirdCat_ said:

glFramebufferRenderbuffer(GL_FRAMEBUFFER,
                                      GL_DEPTH_STENCIL_ATTACHMENT,
                                      GL_RENDERBUFFER,
                                      RBO_ID);

Why using a renderbuffe…

1,958 views

Hello folks,

In my company we use Unity on both Windows desktop machines, and Android tablets/phones. We have a requirement to be able to stream raw imagery from these devices over the network during their use (so that we can run algorithms on the image data).

On a Windows machine, runni…

2,564 views
lawnjelly
January 03, 2018 05:51 PM
Android Build and Performance

In the last few weeks I've been focusing on getting the Android build of my jungle game working and tested. Last time I did this I was working from Windows, but now I've totally migrated to Linux I wasn't sure how easily everything would go. In the end, it turns out that support for Linux is…

3,830 views
lawnjelly
November 10, 2017 12:39 PM
Native Variation and Conversations

Just a little progress video. As well as getting the scripting working a bit more, I've been placing villages and naming map areas. The area names are generated by putting together random chosen syllables.

Morphing

For variation with the natives they now use realtime bones like…

2,902 views
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