1.23 / December 11, 2011
(3.5/5) (340)

Description

IMPORTANT: Since version 1.2, this app finallyworks on Samsung and Motorola devices. If you are a developerplease take a look below to the comment for developers just in casethe information could be in handy for you as well. THANKS EVERYONEfor the reports.

---------------------------

Demo that shows some cool effects that can be achieved thanks tothe programmable OpenGL ES 2.0 GPU pipeline, such as normal mappedspecular animated lighting, real time refractions and imagepostprocess.

If you like the effects and would like to play a game that usesthem, please try the game "AQUA SLASH GL DEMO" for free.

To move the light source, touch the screen with one finger tothe desired position.

To change the background image, while touching the screen withone finger (therefore moving the light) touch with another one onthe left side of the screen.

To change the postprocess effect, do the same but touch with thesecond finger on the right side of the screen instead of theleft.

This demo requires Android 2.2 or higher.

INFO FOR DEVELOPERS: For some reason, samsung and motorolaopengl driver does not allow the creation of FrameBufferObjectswith color attachments of dimensions non power of 2. All the openglcalls do not generate any error and the FrameBufferObject status isok, but then nothing gets written to the offscreen buffer if widthand/or heigth is not power of 2. On HTC, LG, Toshiba and Delldevices this works well and any dimension can be used.

Since this app uses offscreen rendering for the postprocesseffects, this is why it did not work with samsung and motoroladevices before version 1.2.

Despite the somewhat unfair 1 star ratings of angry samsung andmotorola users because of this issue, thanks everyone for thereports.

Special thanks to my sister Silvia and my friend "El Iberico"for sharing with me their Galaxy S smartphones that allowed me todebug the app and find out what the problem was.

To Harism: Thanks for your comments and yes, the problem isdirectly related to the off screen render target resolution.

There is not any copy of textures at any time. The first passwhere the water effect is rendered is the one that uses the offscreen buffer (with less resolution for performance reasons) andlater, that render target is directly binded as an input texture tothe final pass where the other effect is rendered (pixelizationetc) to full resolution.

App Information OpenGL ES 2.0 Demo

  • App Name
    OpenGL ES 2.0 Demo
  • Package Name
    demo.opengl.android
  • Updated
    December 11, 2011
  • File Size
    Undefined
  • Requires Android
    Android 2.2 and up
  • Version
    1.23
  • Developer
    MIMF
  • Installs
    50,000 - 100,000
  • Price
    Free
  • Category
    Libraries & Demo
  • Developer
  • Google Play Link

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IMPORTANT: Since version 1.2, this app finallyworks on Samsung and Motorola devices. If you are a developerplease take a look below to the comment for developers just in casethe information could be in handy for you as well. THANKS EVERYONEfor the reports.---------------------------Demo that shows some cool effects that can be achieved thanks tothe programmable OpenGL ES 2.0 GPU pipeline, such as normal mappedspecular animated lighting, real time refractions and imagepostprocess.If you like the effects and would like to play a game that usesthem, please try the game "AQUA SLASH GL DEMO" for free.To move the light source, touch the screen with one finger tothe desired position.To change the background image, while touching the screen withone finger (therefore moving the light) touch with another one onthe left side of the screen.To change the postprocess effect, do the same but touch with thesecond finger on the right side of the screen instead of theleft.This demo requires Android 2.2 or higher.INFO FOR DEVELOPERS: For some reason, samsung and motorolaopengl driver does not allow the creation of FrameBufferObjectswith color attachments of dimensions non power of 2. All the openglcalls do not generate any error and the FrameBufferObject status isok, but then nothing gets written to the offscreen buffer if widthand/or heigth is not power of 2. On HTC, LG, Toshiba and Delldevices this works well and any dimension can be used.Since this app uses offscreen rendering for the postprocesseffects, this is why it did not work with samsung and motoroladevices before version 1.2.Despite the somewhat unfair 1 star ratings of angry samsung andmotorola users because of this issue, thanks everyone for thereports.Special thanks to my sister Silvia and my friend "El Iberico"for sharing with me their Galaxy S smartphones that allowed me todebug the app and find out what the problem was.To Harism: Thanks for your comments and yes, the problem isdirectly related to the off screen render target resolution.There is not any copy of textures at any time. The first passwhere the water effect is rendered is the one that uses the offscreen buffer (with less resolution for performance reasons) andlater, that render target is directly binded as an input texture tothe final pass where the other effect is rendered (pixelizationetc) to full resolution.
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