The usage of ASTC Textures
Skybox is a method of creating backgrounds, which allows the sky, distant mountains or buildings projected onto the cube’s faces to create the illusion of three-dimensional surroundings.
This sample involves several advanced OpenGL techniques to achieve its goals, like sampling textures in vertex shader, the new OpenGL ES 3.0 API for Instanced drawing and Uniform buffer objects, Pixel buffer objects and 2D texture arrays. A frustum culling technique is applied as well, although that is a purely mathematical technique.
This sample code shows how to use the new OpenGL ES 3.0’s transform feedback feature to render organic-looking 3D objects. All calculations are implemented on the GPU’s shader processors. Surface triangulation is performed using the Marching Cubes algorithm. The Phong model is used for lighting metaball objects. 3D textures are used to provide access to three dimentional arrays in shaders.
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
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.