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Archive of posts filed under the OpenGL ES category.

Fast Blit with OpenGL ES 2.0 and texture uploading

OpenGL ES 2.0 is fully shader based, which means you can’t draw any geometry without having the appropriate shaders loaded and bound. This means there is more setup code required to render than there was in OpenGL ES 1.1 with fixed pipeline. Setting up the OpenGL ES 2.0 pipeline. The actual drawing is done in […]

Christmas present for Nokia 3rd party developers: Carbide 2.0 and Maemo 5.0

Nokia just released Carbide 2.0. And the big news is that it’s free, even the OEM edition, which was about $1200 in the past. I know that 3rd party developers don’t require the OEM edition features, but it’s still nice to receive that for free. I was able to start my own snes9x port, because […]

Rendering frames with OpenGL ES

The OpenGL ES frameworks expect to have image size to be powers of two. Therefore we create 256×256 frame and then create our image into it as a sub frame. Here is an example of opengl es init function. And then the DeInit function. Only texture is deleted in here. The Screen surface is handled […]

Studying Opengl ES

I have purchased two books about OpenGL ES. The one on the right “OpenGL ES game development” I bought several years ago. Its primary focused for an average developer, who wants to learn OpenGL ES and has OpenGL background. The book has chapter about fixed point math and other limitations to deal with mobile devices. […]