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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…
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…
The first release of the PowerVR SDK and Tools for 2020 is now available for download here.
New in this release:
PVRCarbonThe API tracing and debugging tool for OpenGL ES and Vulkan with deep insight into how an application interacts with the graphics API.
Static Application AnalysisPVRCarbon now p…
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…
Check out new Hello AR that shows how to use Diligent Engine in a basic Android AR application.
@a light breeze Yes, zip archives are not very useful when there are submodules. The releases serve more like stable version tags.
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 …
@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.
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…
Diligent Engine v2.4.d is out: MSAA, Queries, Bindless Resources, Unit Tests, new Tutorials and more
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…
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…
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.
@xhcao, did you try to read the documentation about glMemoryBarrier ?
#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.
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):
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.
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.
4 hours ago, _WeirdCat_ said:glFramebufferRenderbuffer(GL_FRAMEBUFFER,
GL_DEPTH_STENCIL_ATTACHMENT,
GL_RENDERBUFFER,
RBO_ID);
Why using a renderbuf…
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…
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…
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.
MorphingFor variation with the natives they now use realtime bones li…