How integrated is Collada to OpenGL ES - opengl-es

All over where I read about the Collada file format I see some hint as to how integrated Collada is to OpenGL ES - or the other way. How integrated is it really? I suspect not, but are there functions that directly work with Collada files? - or even parts of Collada files? Or do I need to create my own parser from the ground up?

You need to create your own parser, OpenGL or OpenGL ES doesn't have any model/mesh loading functionality, that's the developer's responsability.

I think this is about COLLADA FX - a 'meta' way of describing shaders. See "How does Collada FX integrate with OpenGL ES and OpenGL?" in the faq. The other stuff you still have to do yourself or find a library for.

Related

Geometry shader in web

I'm interested to use geometry shader in web(site / application)
Is it possible to directly use opengl es 3.1 in web without webgl?
Is any other API to use newer version of opengl es than webgl2?
Totally is any way to I can use geometry shader in web?
thanks in advance
EDIT :
or is anyway to use opengl in web?
Is any other API to use newer version of opengl es than webgl2
No
Is it possible to directly use opengl es 3.1 in web without webgl
No
is any way to I can use geometry shader in web?
No
is anyway to use opengl in web?
No (wrt using anything else besides OpenGL ES 3.0 using WebGL 2.0)
I think that this feature can not be added to webgl2 by extensions
Well in theory it could, in fact the majority of API features were extensions once. As of now though there's no extension exposing geometry shaders for WebGL 2

How to load a glTF file in OpenGL ES

So after spending time looking around, I am not sure how I would even go about loading and using a glTF file I have found and want to use for my OpenGL ES 3.0 program.
Are there are loaders or am I charge of extracting all the data from the glTF file?
EDIT:
I am developing on Android API 24 with NDK to use OpenGL ES 3.0
AFAIK, as of today (April 2017), there is no easy/official way to load & draw a GLTF model in native/mobile environments - the webgl ecosystem is currently more friendly.
GLTF being quite young, you would have to find some code around, or build your own.
Another alternative would be to try to use assimp to convert your GLTF model to a format that you can easily display.
Check out the ATW Vulkan Sample from Khronos Group

Which version of OpenGL is supported by WebGL?

I am in the process of reading WebGL and going through some tutorials .
But I think I had to learn OpenGL explicitly in order to work with WebGL more efficiently.
But there are many versions of OpenGL and this wiki link shows that WebGL uses OpenGL 2.0 but the latest version of OpenGL is 4.5 .
Can anybody suggest how to know which version of OpenGL is supported through some script in WebGL ,if possible.
WebGL is based on the OpenGL ES 2.0 API, however, there are some limitations they have adopted for increased availability.
The APIs of (modern) OpenGL, OpenGL ES, and WebGL, while not the same, are all closely related. If you know one, the usage of the other two is quite similar. In fact, you may be able to reuse a large amount of code between the three. So, knowing OpenGL would certainly help you implement a WebGL application, however, learning WebGL first is also plausible.
WebGL is not based on OpenGL. It is based on OpenGL ES 2.0. The same OpenGL ES found on Android and iOS.
There's significant differences between OpenGL and OpenGL ES. While OpenGL ES is a subset of OpenGL it is missing the old deprecated fixed function pipeline that so many people continue to use and so many outdated tutorials (like Nehe GL, still teach)
What's the fixed function pipeline? Anything having to do with glVertex, glColor, glNormal, glLight, glPushMatrix, glPopMatrix, glMatrixMode, etc... in GLSL using any of the variables that access the fixed function data like gl_Vertex, gl_Normal, gl_Color, gl_MultiTexCoord, gl_FogCoord, gl_ModelViewMatrix and the various other matrices from the fixed function pipeline.
Those are all removed from OpenGL ES 2.0 and therefore don't exist in WebGL
WebGL is based on OpenGL-ES 2.0

3D engine collision detection modelimport

I am about to find a 3d engine which is capable of importing 3d models, detect their collisions and support joints. It's needed for an interactive animation and no platform is specified jet. I would prefer to code Javascript or AS3, but I think to be able to handle this with Java too.
Does Away3d support this? Is their a plain 3D collision detection framework I could use additionally to it? Which is the easiest Java Framework and which creates best Quality?
BTW.:
Proprietary Frameworks might also be an possibility, but I just do not any.
Greetings philipp
Away3D has Awayphysics library that is alchemy port of C++ engine and show very good performance. Away3D has clean readable source code and documentation + good set of example projects. It has 3ds max plugin that can export scene and generate code to render it. Support popular formats like 3ds, obj... and You can write importer plugin for own format. All so developers are pretty cool guys that answer questions on forum :)
For JavaScript the most popular engine is three.js Look what it can do.
General thoughts:
WebGL support isn't good at this time(sometimes it depends not only on user browser but all so on drivers) and You will need to deal with cross browser headache. Flash isn't supported on IOS and get kicked more and more from device browsers. But there is cross-platform adobe air for standalone apps.
Javascript, in my opinion, isn't good for writing such projects and its debugging can cause permanent brain damage. WebGL shader language is GLSL that has nice C-like syntax. Ordinary Flash shaders are written on assembler but You may try pixelbender3d. At this time Flash shaders more limited than WebGL(for example you can't fetch texture in vertex shader) but it's done to make Flash more compatible and it's not a problem for most cases. WebGL is tightly integrated with page.
If you want java WebGL and like pain try GWT 3D engines or gwt-elemental and there is tree-js port at early stage.
x3dom is declarative WebGL 3D engine with fallback to Flash it is ez but pretty limited and unstable.

How to load and render .obj model in Android Native language

I would like to use Qualcomm's Augmented Reality SDK (Vuforia) with the min3D library and load obj model. How can I merge QCAR (Vuforia) with min3D? How to apply the projection and modelview matrixs of QCAR (Vuforia) to min3D? So that the scene is rendered correct in min3d.glsurfaceview? Has anyone developed an example?
There are plenty of OBJ file loaders for C++. Check the following answer for more information.
Lightweight OBJ mesh file loader for C/C++?
Rendering a mesh in Android NDK is not simple as you think, you need to learn OpenGLES for that. Instead you can use many rendering engines that are already ported to Android NDK. I use Irrlicht for rendering our game. The Android port is very stable for basic rendering needs. There is already many 3d mesh format loaders built in with Irrlicht

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