9/4/2023 0 Comments Opengl es 2.0 devices![]() When 3 overlap only the 3x overlapping portion of the 3rd draw call is visible. If I have some time I may try to port “test/testshader.c” to opengles2 and see if that works on this device, given what I have observed I think there is no way it can work under opengles2 on the Fire TV Mali-450 but maybe there is some nuance to the way I am drawing or binding that is unsupported on this device.Īny two or more consecutive draw calls that do not overlap results in a blank screen. I may move towards " Uniform buffer objects" and see how that works but I don’t think it will solve the issue. ![]() My one theory goes, that this has to do with the shear number of glUniform4f (7x) I’m sending to the bound shader, but its really not that many. GlUniformMatrix4fv(uniformLocations->ui_modelMatrix, 1, GL_FALSE, &b) ![]() No matter what I do it seems like at most only a single quad will render, I have tried various shader programs that work in isolation but I only manage to get one draw call visible (If I commend out the second call, the first one works). I have tried blending and also depth testing enabled and various Z depths and also reversing them without any luck. My second quad is rendered ONLY IN THE REGION where the first quad rendered! It is composed of two triangles whose vertices and texture coordinates are ultimately bound with glBindVertexArray.
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