How to use the OpenGLEs Library lazarus / 43-Android ---------------------------------------------------------------------- karika · 2019-03-05 08:50 hi all How to use the OpenGLEs Library For example, I need a square drawing ---------------------------------------------------------------------- jmpessoa · 2019-03-05 15:01 LAMW??? Go to demos/GUI: "AppDrawingViewDemo1" and "glTest1"   [direct pascal openGL] "AppDemo1"     [direct pascal openGL] ---------------------------------------------------------------------- Handoko · 2019-03-05 18:27 LAMW supports OpenGL ES1 and OpenGL ES2. You can find those components in the Android Bridges tab: - jCanvasES1 - jCanvasES2 I ever quickly tested jCanvasES1 but it has problem with (if I remember correctly) perspective distortion. And jCanvasES2 has problem too. If you quickly repeatedly click it, the app with crash and exit. @karika Have you ever write simple games, animations or whatever using OpenGL? Learning OpenGL ES is harder, you should have basic knowledge in using OpenGL before you start to learn OpenGL ES. If you just want to draw square and you don't need perspective distortion, OpenGL ES1 should be enough for you. For your information, current latest version of OpenGL ES is version 4. OpenGL ES4 is fully compatible with OpenGL ES3. ES3 is backward compatible with OpenGL ES2 but OpenGL ES2 is not backward compatible with OpenGL ES1. Most programmers now won't use OpenGL ES version 1 to build new programs. Here are the functions in jCanvasES2 for drawing: - DrawArray - DrawLine - DrawRect - DrawRectFill - DrawPoly - DrawPolyFill - DrawMask - DrawTexture - DrawTile - DrawCircle ---------------------------------------------------------------------- karika · 2019-03-16 20:10 Thank you But why it does not appear full screen Code: Pascal  [Select][+][-]window.onload = function(){var x1 = document.getElementById("main_content_section"); if (x1) { var x = document.getElementsByClassName("geshi");for (var i = 0; i procedure TAndroidModule1.jCanvasES2_1GLDraw(Sender: TObject);begin   jCanvasES2_1.Screen_Setup (jCanvasES2_1.Width, jCanvasES2_1.Height, xp2D,cCull_YES);  jCanvasES2_1.Screen_Clear(4,0,5,3);  end; ---------------------------------------------------------------------- Handoko · 2019-03-17 01:23 jCansvasES2.Screen_Setup is not used to make it full screen. Instead, set the both jCanvasES2.LayoutParamH and jCanvasES2.LayoutParamW to lpMatchParent on design time. ---------------------------------------------------------------------- karika · 2019-03-17 14:30 Thank you so much ---------------------------------------------------------------------- karika · 2019-03-18 13:32 Quote from: Handoko on March 05, 2019, 07:27:37 pmLAMW supports OpenGL ES1 and OpenGL ES2. You can find those components in the Android Bridges tab: - jCanvasES1 - jCanvasES2 I ever quickly tested jCanvasES1 but it has problem with (if I remember correctly) perspective distortion. And jCanvasES2 has problem too. If you quickly repeatedly click it, the app with crash and exit. @karika Have you ever write simple games, animations or whatever using OpenGL? Learning OpenGL ES is harder, you should have basic knowledge in using OpenGL before you start to learn OpenGL ES. If you just want to draw square and you don't need perspective distortion, OpenGL ES1 should be enough for you. For your information, current latest version of OpenGL ES is version 4. OpenGL ES4 is fully compatible with OpenGL ES3. ES3 is backward compatible with OpenGL ES2 but OpenGL ES2 is not backward compatible with OpenGL ES1. Most programmers now won't use OpenGL ES version 1 to build new programs. Here are the functions in jCanvasES2 for drawing: - DrawArray - DrawLine - DrawRect - DrawRectFill - DrawPoly - DrawPolyFill - DrawMask - DrawTexture - DrawTile - DrawCircle How to use this procedure jCanvasES2_1.DrawRect..... jCanvasES2_1.DrawRect(5,10,colbrGray,0.3,true);