You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Hi, I'm new here, and I'm doing with the occlusion query on mobile. When using the Caps to check the environment support, it always can't work on my mobile (iPhone 13 pm), but it works well on macOS with M1 chip.
I checked some details and found that the struct OcclusionQueryGL uses the GL_SAMPLES_PASSED to check the specific number of passed samples, while it is not supported on OpenGL ES. I tried to use GL_ANY_SAMPLES_PASSED which is supported by OpenGL ES, but the Caps still tell me Occlusion Query can not be used on mobile, so I'm confused about how to implement Occlusion Query on mobile with bgfx, thanks!
This discussion was converted from issue #2900 on August 26, 2022 04:13.
Heading
Bold
Italic
Quote
Code
Link
Numbered list
Unordered list
Task list
Attach files
Mention
Reference
Menu
reacted with thumbs up emoji reacted with thumbs down emoji reacted with laugh emoji reacted with hooray emoji reacted with confused emoji reacted with heart emoji reacted with rocket emoji reacted with eyes emoji
-
Hi, I'm new here, and I'm doing with the occlusion query on mobile. When using the Caps to check the environment support, it always can't work on my mobile (iPhone 13 pm), but it works well on macOS with M1 chip.
I checked some details and found that the struct OcclusionQueryGL uses the GL_SAMPLES_PASSED to check the specific number of passed samples, while it is not supported on OpenGL ES. I tried to use GL_ANY_SAMPLES_PASSED which is supported by OpenGL ES, but the Caps still tell me Occlusion Query can not be used on mobile, so I'm confused about how to implement Occlusion Query on mobile with bgfx, thanks!
Beta Was this translation helpful? Give feedback.
All reactions