The usage of ASTC Textures
This sample presents how to implement skybox using single cubemap texture.
How to efficiently implement geometry clipmaps using OpenGL ES 3.0. The sample makes use of 2D texture arrays as well as instancing to efficiently render an infinitely large terrain. The terrain is asynchronously uploaded to the GPU using pixel buffer objects.
Using a GPU to create organic-looking 3-dimensional objects in OpenGL ES 3.0.
This tutorial demonstrates how a GPU can be used to implement deferred shading using the tile buffer available through the OpenGL ES 3.0 GL_SHADER_PIXEL_LOCAL_STORAGE_EXT extension. The tutorial also utilizes the GL_ARM_shader_framebuffer_fetch_depth_stencil extension to restore an object’s world position in the fragment shader. The Phong model is used for lighting scene objects.
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