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  • hongkong
  • 03:29 (UTC -10:00)
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1. The texture target needs to be GLES20.GL_TEXTURE_EXTERNAL_OES instead of GL_TEXTURE_2D, e.g. in the glBindTexture calls and glTexParameteri calls.
2. In the fragment shader define a requirement to use the extension:
#extension GL_OES_EGL_image_external : require
3. For the texture sampler used in the fragment shader, use samplerExternalOES instead of sampler2D.
Everything below here is all in the C code, no more Java.
4. In the C code, use glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, eglImage) to specify where the data is, instead of using glTexImage2D family of functions.
@TimDonselaar
TimDonselaar / test.glsl
Last active November 21, 2019 04:41 — forked from glslioadmin/TEMPLATE.glsl
GLSL.io Transition (v1)
#ifdef GL_ES
precision highp float;
#endif
// General parameters
uniform sampler2D from;
uniform sampler2D to;
uniform float progress;
uniform vec2 resolution;
@HefnySco
HefnySco / WebRTC Compile & CrossCompile.md
Last active December 14, 2023 07:42
Compiling WebRTC Step By Step on x64 and ARM "Cross-compiling"

Create a python2 env using conda

$ conda create -n yourenvname python=2.7

Create folder and enter it

$ mkdir webrtc $ cd webrtc

Clone depot tools

$ git clone https://chromium.googlesource.com/chromium/tools/depot_tools.git --depth 1