Skip to main content

All Questions

Tagged with
Filter by
Sorted by
Tagged with
1 vote
1 answer
31 views

CGContextDrawImage: invalid context 0x0. Failed to bind EAGLDrawable to GL_RENDERBUFFER 2

I'm working on a custom UIView subclass in my iOS project that involves using GLKView and CAEAGLLayer for camera rendering and applying beauty filters. The main goal is to capture video from the ...
Georgina's user avatar
  • 852
0 votes
1 answer
195 views

Implementation of "Optics Compensation" effect

I'm trying to replicate effect from Adobe After Effects called "Optics Compensation". I think it is similar to Lens Distortion. But the formulas that are used there do not fit. This effect ...
Alisher's user avatar
  • 89
0 votes
0 answers
142 views

sampler2DArray on IOS OpenGLES3.0

We're upgrading (!) our code on IOS from OpenGLES2.0 to OpenGLES3.0 so we can use texture arrays. We build against OpenGLES3.0 defines and open a GL3.0 context, and I can initialise a texture array ...
user3162134's user avatar
0 votes
1 answer
84 views

`CVOpenGLESTextureCache` Am I using it wrong ?

refer to GPUImage, i use frameBufferCache to reuse framebuffer. use CVOpenGLESTextureCacheCreateTextureFromImage() to create new framebuffer CVOpenGLESTextureCacheRef coreVideoTextureCache = [...
blackox626's user avatar
0 votes
2 answers
123 views

ios opengles sample texture error (use stb_image)while android is ok

I use stb_image load texture, such as stbi_set_flip_vertically_on_load(true); GLuint textureID; glGenTextures(1, &textureID); int width, height, nrComponents; unsigned char *data = stbi_load(path, ...
zhangbaochong's user avatar
2 votes
1 answer
600 views

Shader fails to compile when using too many uniforms

I'll preface this by saying that this is my first time ever touching shader code so I'm sure there will be plenty wrong with my wording. I'm working on a SpriteKit game and want to be able to generate ...
WongWray's user avatar
  • 2,566
0 votes
1 answer
101 views

Get empty buffer use glReadPixels with GLKit

In an OpenGL ES app I'm working on, when i use glReadPixels to get pixel but got empty buffer.now i don't know what's wrong in my code。Thanks for any help. - (void)setTextureImage:(UIImage *)image { ...
tanquwell's user avatar
0 votes
3 answers
863 views

How to reduce MSAA memory usage?

Here is working on rendering with OpenGL ES on iOS. To get a better image quality, we adopt MSAA, ie. Multisample anti-aliasing, which use 4 times larger FBO. For example, with 1080P resolution, a ...
heLomaN's user avatar
  • 1,824
-1 votes
2 answers
87 views

Submitting an iOS game, viewport is completely wrong for App Store reviewer but fine on all of our devices

I have a game we're trying to release in the app store for iphone and ipad, and while it works fine on all of our devices (a handful of iphones and ipads), when the app store reviewers try it the ...
Doug Kavendek's user avatar
-1 votes
1 answer
121 views

Compass on 3d map Scenekit

I want a compass like Google Earth. I'm using scenekit to create an earth with a camera that moves around it. The sphere is in a fixed position at (0,0,0). I move the camera using quaternions, ...
desn's user avatar
  • 1
1 vote
1 answer
404 views

How to draw a large point cloud with a compute shader?

I'm reading everywhere that I need to use compute shaders to get performant 3d point cloud. I'm using metal and using the vertex/fragment is slow 20fps for 10 million points on iPhone 12 Pro I can ...
masaldana2's user avatar
0 votes
0 answers
609 views

copy texture to another texture use glcopyteximage2d

I use the frame buffer to draw the graphics to the texture, and then I want to copy the content of this texture to another texture. These two textures were created in different gl contexts. There is a ...
Zhang Jiuzhou's user avatar
0 votes
1 answer
564 views

How to draw specific part of texture in fragment shader (SpriteKit)

I have a node size of 64x32 and texture size of 192x192 and I am trying to draw the first part of this texture at the first node, the second part at the second node... Fragment shader (attached to ...
Banannzza's user avatar
0 votes
1 answer
929 views

-[EAGLContext presentRenderbuffer:] crash in iOS 14

We encountered an OpenGL related crash on ios14. It has nothing to do with the application background. The vast majority of crashes occurred on IOS 14 low-end devices, and it is not clear how to solve ...
Zhang Jiuzhou's user avatar
2 votes
1 answer
294 views

Calculating matrices on CPU takes up most of the frame time

I am writing a simple engine for a simple game, so far I enjoy my little hobby project but the game grew and it now has roughly 800 of game objects at a time in a scene. Every object, just like in ...
Anton Stafeyev's user avatar

15 30 50 per page
1
2 3 4 5
176