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Opengl Es Jobs

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Fixed-Price - Intermediate ($$) - Est. Budget: $50 - Posted
This job is to answer my StackOverflow question posted here: http://stackoverflow.com/questions/35186779/opengl-es-2-how-to-render-to-texture-and-extract-data-for-gpgpu-test My texture is not being read back properly with glReadPixels. It is all zeros. If you send me an answer to the question, I will award payment for this job. Please let me know if you have any questions. Thank you.
Skills: OpenGL ES C OpenGL
Fixed-Price - Intermediate ($$) - Est. Budget: $50 - Posted
Hi, I am working on a diagram drawing app for android. The thing I need is to develop a basic editor on which a full class diagram can be created. The Class Diagram Component i.e. the box shape symbols should have seprate class in terms of coding and are moveable and resizable. the shapes must not be pictures. i.e. build a custom shape through defining the vertices. Classes can be added on editor through button Click. It should have the following basic functionality Classes can be added and relationships among them can be created e.g. Association, Composition, Generalization etc. attribute and methods can be added to diagram components. Some thing like that in Picture.
Skills: OpenGL ES OpenGL
Fixed-Price - Intermediate ($$) - Est. Budget: $1,000 - Posted
We need a game developer for a 2d platformer combat game to be release on the iPhone and Android. Key skills required for the job are: - Unity 4.6+. - Understanding of state management, game objects and their management. - Understanding of sprite animation - Particle effects Developer will be responsible for: - developing the basic gameplay in Unity as per the storyboard/design document - develop AI for NPCs - develop menu screens and state transitions as per the storyboard - develop total of 5 levels with various minigames
Skills: OpenGL ES Game Development Game Programming GLSL
Hourly - Intermediate ($$) - Est. Time: Less than 1 week, 10-30 hrs/week - Posted
I'd like to an OpenGL ES 2.0 pipeline that in every pass will: * load 2 textures of the same size (e.g. the last 2 frames from a video). * average them together. * low pass filter it in the x-direction in a simple shader. * low pass filter it in the y-direction in a simple shader. * subtract the result from the original average, and render that image. I'm currently using an OpenGL ES 2.0 emulator esUtil from (https://github.com/danginsburg/opengles-book-samples/). You can use whatever you want. I'd love to run it on windows if at all possible. We must use OpenGL ES 2, which has been causing me problems. Notes: * Here is an example of a low pass filter shader, that you can basically copy: http://stackoverflow.com/questions/15752679/performance-issue-of-glimageprocessing-re-implemented-with-opengl-es-2-shaders * For testing, you can generate some test images, or read them from disk. If you like, I can give you some code. * Just to be clear: I don't really care about the shaders -- I'll probably write next versions of the shaders pretty fast. What I need is OpenGL ES 2 working. * Whatever you give me, my plan is to port it to NaCl with OpenGL ES 2 in the Chrome Browser. That means I need pretty plain vanilla OpenGL ES 2. Alas, I don't have access to OpenCL or CUDA. ( By the way, You don't need to know anything about NaCl for the project.)
Skills: OpenGL ES
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