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Opengl Es Jobs

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Fixed-Price - Intermediate ($$) - Est. Budget: $3,500 - Posted
The Job Need You Develop A Basic Navigation App Using OSM(OpenStreetMap) Data. The Required Features Are Here: # Offline Navigation: Use OSM And Stored On-board # Optimize For Target Chip I.MX 6 Quad Cortex A9 # 2.5D Landscape / Perspective View When Navigation Begins # Voice-guided / Turn-By-Turn Directions With Recorded Voice For Alarm / Hint # Lane Indicator Arrows / highway Exit Sign / Geoinformation # Speed Indicators Including Speed Limit Voice Alarm and Speedometer # Dead Reckoning And Other Inertial Approach To Improve Navigation Experience # Local Search For Places Of Interest (POIs) Find Nearest Parking Lot / Gas Station # Automatic Smart Rerouting # Accurate ETAs Let User Knows When Will Him Reach The Destination # Based On OpenStreetMap (OSM) Data / POIs Contributed By Users # Map Finder Support User Download Local Map And Matched Language Like OSMAND # Statistic Feature To Record: Point-To-Point Traveled Time / Point-To-Point Fuel Consumptions / Most-Traveled Paths Day By Day And Always Show Latest Record In First Row # Customize POI When End A Navigation - Ask User To Save A Travel With Default Category And Customizable Annotation / Tag As Metadata Eating Spot Playing Spot Shopping Spot Parking Spot Company Home ADD SPOT Basically The Job Is A Normal Navigation App Running On Android For Experiment. You Can Use OSM And Other Open Source Projects (MIT / BSD Will Be Better) To Have A Rapid Development. Then We Will Keep On Developing And Optimizing It / Dealing With UX Ourselves. You Don't Need Any Document Nor Specification For It Since We Just Want An Experienced Developer To Help Us Develop Basic Features And The Features Are Just As Same As General Navigation Device's.
Skills: OpenGL ES Android App Development JavaScript OpenLayers
Fixed-Price - Intermediate ($$) - 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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