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OpenGL ES2 Learning Progress....My learning journal of OpenGL ES + Android
http://opengles2learning.blogspot.com/
My learning journal of OpenGL ES + Android
http://opengles2learning.blogspot.com/
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OpenGL ES2 Learning Progress.... | opengles2learning.blogspot.com Reviews
https://opengles2learning.blogspot.com
My learning journal of OpenGL ES + Android
OpenGL ES2 Learning Progress....: May 2011
http://opengles2learning.blogspot.com/2011_05_01_archive.html
OpenGL ES2 Learning Progress. My learning journal of OpenGL ES Android. Sunday, May 29, 2011. Particle System with Point Sprites–Part II. After struggle for a day (though it’s a simple logic), i got the desired particle effect…. Effect i was looking for is “Particles continuously flow from the centre”, this effect i could achieve without Shaders, but i wanted to do the same with Shaders. Code changes from the previous post are as below…. Changes in Draw function of ParticleManger. Changes in Vertex Shader.
OpenGL ES2 Learning Progress....: June 2011
http://opengles2learning.blogspot.com/2011_06_01_archive.html
OpenGL ES2 Learning Progress. My learning journal of OpenGL ES Android. Friday, June 10, 2011. Multi-Texturing is nothing but mixing multiple texture as per your requirement. here I’ll mix these two textures to get the resulting screen below. its up to coder to mix textures to get desired effect. Let’s look at the code below. First we will look at shaders because major change is in shaders only. Attribute vec4 a position;. Attribute vec2 a texCoords;. Varying vec2 v texCoords;. V texCoords = a texCoords;.
OpenGL ES2 Learning Progress....: February 2014
http://opengles2learning.blogspot.com/2014_02_01_archive.html
OpenGL ES2 Learning Progress. My learning journal of OpenGL ES Android. Saturday, February 1, 2014. Render To Texture (RTT). For my next android application I need to apply simple Gaussian blur effect. For this to achieve I need to get current scene to texture and then perform post-production filter, in my case Gaussian blur filter. In this post I’ll cover only FBO, Gaussian blur will be covered in next post. Here is screenshot of what we are trying to achieve. In this post I’ll try to cover. F) Define t...
OpenGL ES2 Learning Progress....: October 2014
http://opengles2learning.blogspot.com/2014_10_01_archive.html
OpenGL ES2 Learning Progress. My learning journal of OpenGL ES Android. Wednesday, October 8, 2014. Bloom effect with Gaussian blur. In continuation from previous post about Render To Texture,. After rendering scene to texture, we can apply post-processing filters such as blur effect. Here is the screenshot of what we are trying to achieve by combining FBO and Gaussian Blur. To achieve this,. 1) Render scene to texture. 2) Apply Gaussian Blur on texture in above step. Render scene to texture fboTex.
OpenGL ES2 Learning Progress....: XElevation, My first mobile game
http://opengles2learning.blogspot.com/2015/01/xelevation-my-first-mobile-game.html
OpenGL ES2 Learning Progress. My learning journal of OpenGL ES Android. Sunday, January 25, 2015. XElevation, My first mobile game. Today I've released my first casual game XElevation. Please Try it https:/ play.google.com/store/apps/details? Id=com.oxene.games.xelevation. Subscribe to: Post Comments (Atom). My first android casual game. Code for all posts can be found at. View my complete profile. XElevation, My first mobile game. I have referred lot of books and web sites,. Below are few of them.
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OpenGL ES 3.0 Programming Guide
OpenGL ES 3.0 Programming Guide - Book Website. Authors: Dan Ginsburg, Budirijanto Purnomo. Welcome to the OpenGL ES 3.0 Programming Guide Website. This is the official website for the. OpenGL ES 3.0 Programming Guide. Here on this site you can find information on where to download all of the sample code. From the book as well as links to the errata. If you don't already own the book and are interested in purchasing it, you can purchase the book on Safari.
OpenGL ES Hardware Database - © 2013-2015 by Sascha Willems
Listing all reports (1259). Full AOSP on MStar Cedric3. Gallium 0.4 on NVA8. BLU STUDIO 5.0 C. Samsung Galaxy Tab S (SM-T805). PowerVR SG . re3D. Sony Xperia SP (C5303). Samsung Galaxy S 4 (GT-I9500). Intel powered classmate PC. Mesa DRI I . ew M. Sony Xperia Z1 Compact (D5503). Plane 1600 3G PS1036PG. I-mobile IQ 5.8 DTV. Samsung Galaxy S3 neo (GT-I9300I). SMART 4G Speedy 5inch. SMART MAX 4.0 PLUS. Samsung Galaxy Note 3 (SM-N9005). OpenGL ES . SSE2). LG E400 Optimus L3 (LG-E400). Android Em . 4600).
OpenGLES.net
Opengles.org
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OpenGL ES 2.0 games, oolongengine, iPhone, Blender, MeeGo, N9
OpenGL ES 2.0 games, oolongengine, iPhone, Blender, MeeGo, N9. About OpenGL ES 2.0, cartoonlike animations and games, oolongengine, gamekit, iPhone,. I'm a C programmer and would like to make simple 3d games. I'll write here about progress - hope it helps someone, and hope that someone would correct me or point to different solution. Thanks. Sunday, May 13, 2012. Auto rigging, Motion capture import to Blender, Maya- Blender (WAS Blending morphing with skeleton (on GPU) animations. ). After some time, thi...
opengles2learning.blogspot.com
OpenGL ES2 Learning Progress....
OpenGL ES2 Learning Progress. My learning journal of OpenGL ES Android. Sunday, January 25, 2015. XElevation, My first mobile game. Today I've released my first casual game XElevation. Please Try it https:/ play.google.com/store/apps/details? Id=com.oxene.games.xelevation. Links to this post. Subscribe to: Posts (Atom). My first android casual game. Code for all posts can be found at. View my complete profile. XElevation, My first mobile game. I have referred lot of books and web sites,.
opengles2learning.wordpress.com
OpenGL ES2 Learning Progress…. | My learning journal of OpenGL ES + Android
OpenGL ES2 Learning Progress…. My learning journal of OpenGL ES Android. Skip to primary content. Skip to secondary content. June 30, 2011. I have combined per-vertex and per-pixel lighting effects in one program, so that we can have good look at what is the difference in output. This lighting is very basic and does not involve shadows and specular lighting. If observe in above screens, per-pixel shading is much smoother than per-vertex. For detailed theory, you can refer here. We need to transform the n...
OpenGL ES
1 Haziran 2011 Çarşamba. Pek Yakında OpenGL ES ile ilgili türkçe geniş dökümanlar burada. OpenGL ile 3D Grafik Programlama. OpenAL ile 3D Ses Programlama. OpenCL ile Paralel Programlama. Assembly Programlama Dili (MASM). Simple şablonu. Powered by Blogger.
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