Skip to content

Instantly share code, notes, and snippets.

Momchil Atanasov mokiat

Block or report user

Report or block mokiat

Hide content and notifications from this user.

Learn more about blocking users

Contact Support about this user’s behavior.

Learn more about reporting abuse

Report abuse
View GitHub Profile


The idea of this Gist is to track common pitfalls when using OpenGL.


  • Multiple shaders of the same type cannot be attached to a single shader program. (e.g. there can only be one vertex program and one fragment program attached to the shader program)

Not specifying minimum precision of your shader variables.

View Dockerfile
FROM ubuntu:14.04.3
RUN apt-get update && apt-get -y install \
git \
mercurial \
curl \
libfontconfig \
wget \
bzip2 \
android:required="true" />
android:required="false" />
mokiat / frameheap.go
Last active Aug 29, 2015
An example FrameHeap in Go
View frameheap.go
package main
import "fmt"
import "unsafe"
func NewFrameHeap(size int) *FrameHeap {
buffer := make([]uint8, size)
location := uintptr(unsafe.Pointer(&buffer[0]))
return &FrameHeap{
buffer: buffer, // Store it to prevent GC?
View gist:3096ae2781e739331f2b
"name" : "External Level",
"images" : {
"slider_inactive" : "resources/images/slider_inactive.jpg",
"slider_active" : "resources/images/slider_active.jpg",
"ball" : "",
"brick_green" : "resources/images/brick_green.jpg",
"brick_red" : "resources/images/brick_red.jpg",
"brick_grey" : "resources/images/brick_grey.jpg"
You can’t perform that action at this time.