State of OpenGL ES2.0 support

Started by EgonOlsen, May 13, 2011, 11:17:08 PM

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EgonOlsen

I'll postpone the first alpha release until i've added the option to assign additional vector data to an Object3D to allow (for example) for proper tangent vectors. Right now, i'm playing around with parallax mapping...


Simple normal mapping


The same thing with parallax mapping

Thomas.

#46
looks nice, good work! :) ... how much time takes these shader demos on screenshots (render time)?

EgonOlsen

The upper left number is the fps counter. However, my phone tends to clock down if cpu load is low (which it is in these demos), so the frame rate in an actual game might be better.

EgonOlsen

Must...stop...creating...more...test cases....anyway, tangent vector calculation works fine now, but has to be optimized a little bit before release.

Parallax mapping can look cool:


EgonOlsen


Thomas.

woooow, it is very nice :) I looking forward to public release :)

raft


aur8l

Quote from: EgonOlsen on June 08, 2011, 11:24:38 PM
Anybody listening with too much time and a NVidia Tegra based device?
I meet these two requirements if it is still needed.

EgonOlsen

Yes, it is!  ;D Could your please download this apk: www.jpct.net/download/tmp/An3DBenchXL.apk!?

Then run it once using ES 1.1 and once using ES 2.0. The main question is, if the 2.0 version runs at all and if it looks similar to the 1.1 version. The benchmark results for both modes are interesting too, of course.

Thomas.

#54
I am very curious, so I also had to try this app :) ... result is same as on your device... but lenses looks differently in 1.1 and 2.0

1.1

2.0

EgonOlsen

#55
Quote from: Thomas. on July 03, 2011, 11:23:55 PM
.. but lenses looks differently in 1.1 an 2.0
I've never noticed that...i'll have a look. Thanks for trying.

Edit: Lousy bug, that one. It's fixed now, but i won't update the benchmark's apk.

EgonOlsen

Ok, here you go: http://www.jpct.de/download/net/jpct-ae_124_alpha.zip

It includes the OpenGL ES 2.0 support in it's current state but lacks some documentation. It also includes the APK shown in the video as an Eclipse project to get you started with ES 2.0.

If you want to fiddle around with the default shaders: They are included in the jar. You can simply extract and modify them for your own purpose if you like. Please keep in mind that they are pretty ugly to make them run on Adreno (i.e. unrolled loops and such).

EgonOlsen

With OpenGL ES 2.0, anti-aliasing becomes possible. This shows the difference (magnified by 2x):

Without AA:


With 2xAA:


I'll add a custom config chooser to the util-package to ease usage.

Thomas.

#58
I am very curious about what effect it will have on performance :) ... note, tegra 2 does not support anti-aliasing

EgonOlsen

#59
Tegra 2 supports CSAA instead if MSAA...i can't test it for obvious reasons but it should be supported.

Edit: Performance impact depends on the gpu. On my Nexus S, performance is quite good. However, it doesn't really look like plain multi-sampling to me, because it also shows some effect on texture content (i.e. it somehow blurs transparent edges (fps counter) for example), which multi-sampling alone shouldn't do.