Realtime shadow rendering with OpenGL® ES 2.0
Using OpenGL® ES 3.0 sync objects in a multithreading environment
Improving Quality for textured Text under Android
Particle simulation and rendering: Realtime smoke rendering with OpenGL® ES 2.0
Fur: Realtime rendering technique using OpenGL® ES 2.0
Updating a texture without copying memory under Android
Improving quality and performance of text rendering
This is a simple example showing how to read frames from a capture device using the Video For Linux (V4L) API from the Linux kernel, process the data using OpenCL and finally display it using OpenGL ES 2.0. This example also shows how to use the Mali OpenGL ES 2.0 SDK to easily display text in OpenGL ES 2.0 applications.
Included are an example and utility that show how to handle alpha channels compression within the Ericsson Texture Compression ETCv1 format as standardized by the Khronos group.
This is an example that shows how to select the correct EGLConfig from those available when creating a surface.
This is a simple example showing how a simple triangle can be rendered to the screen through the use of the OpenGL ES 2.0 API and programmable shaders and the simple helper framework that has been provided in the SDK. The full source code for this sample is provided in the OpenGL ES SDK for Linux on ARM and OpenGL [...]
Introduction Texturing is one of the primary memory bandwidth consumers within a 3D graphics application. It is considered the main bottleneck in an embedded system that affects performance and power efficiency, therefore it makes sense to do what it takes to reduces this where possible. ARM always recommends the use of texture compression which can significantly improve application performance. The Mali GPU Texture Compression Tool allows developers to take their standard uncompressed textures and produce [...]