Test your device on outer limits! Test and compare score with other devices.
Features: Based on Unity Engine (Used in Shadowgun game)
Based on ''RobotLab'' Unity scene
Support for Nexus 4, Nexus 10 and also new Nexus 7
Nice graphics (Shadows,Bump-Maps,ReflectiveFX,SpecularFX,Particles and more...)
How you can compare your device with others? Check out up right corner, there is FPS meter :)
After all you can post your result to others here: http://maniacproject.webs.com/apps/forums/show/14599082-unity-benchmark-results
Also checkout my Facebook page: https://www.facebook.com/pages/Maniac-Games/381640071944826
In this enhanced version I added Lens Flares, Textures with higher resolution and dynamic shadows.
*Note: This version of app is only for OpenGL ES 3.0 devices with Android 4.3 (Nexus 7 2012 is not supported)
Demo that shows some cool effects that can be achieved thanks to the programmable OpenGL ES 2.0 GPU pipeline, such as normal mapped specular animated lighting, real time refractions and image postprocess.
If you like the effects and would like to play a game that uses them, please try the game "AQUA SLASH GL DEMO" for free.
To move the light source, touch the screen with one finger to the desired position.
To change the background image, while touching the screen with one finger (therefore moving the light) touch with another one on the left side of the screen.
To change the postprocess effect, do the same but touch with the second finger on the right side of the screen instead of the left.
This demo requires Android 2.2 or higher.
INFO FOR DEVELOPERS: For some reason, samsung and motorola opengl driver does not allow the creation of FrameBufferObjects with color attachments of dimensions non power of 2. All the opengl calls do not generate any error and the FrameBufferObject status is ok, but then nothing gets written to the offscreen buffer if width and/or heigth is not power of 2. On HTC, LG, Toshiba and Dell devices this works well and any dimension can be used.
Since this app uses offscreen rendering for the postprocess effects, this is why it did not work with samsung and motorola devices before version 1.2.
Despite the somewhat unfair 1 star ratings of angry samsung and motorola users because of this issue, thanks everyone for the reports.
Special thanks to my sister Silvia and my friend "El Iberico" for sharing with me their Galaxy S smartphones that allowed me to debug the app and find out what the problem was.
To Harism: Thanks for your comments and yes, the problem is directly related to the off screen render target resolution.
There is not any copy of textures at any time. The first pass where the water effect is rendered is the one that uses the off screen buffer (with less resolution for performance reasons) and later, that render target is directly binded as an input texture to the final pass where the other effect is rendered (pixelization etc) to full resolution.
Check out the code at: http://code.google.com/p/nehe-android/
Please feel free to contact me for any comments/suggestions.
Shortcut keys: Space,F,G,L,T,B,A,Z.
No ads, etc., just a demo for fun. Will continue to add sequences and improve existing ones through updates, and if I come up with something really cool, will try to make it into a live wallpaper.
The source code will also be made available. It provides a good starting point and tutorial into creating OpenGL apps.
The source code for the app itself serves as a useful tutorial for learning how to use the min3D library for your own projects.