I have a problem somehow similar to this post : glTexGen in OpenGL ES 2.0 I\'ve looked up on the web a couple of other websites without finding out how to solve my issue.
I\'m trying to make transparent object in OpenGL ES 2.0. It\'s a live wallpaper, I\'m using GLWallpaperService as a base class for this.
I\'m trying to make transparent object in OpenGL ES 2.0. I\'m setting up GL w/ following params: GLES20.glEnable(GLES20.GL_DEPTH_TEST);
On iOS4 GL_OES_standard_derivatives is only supported on the device (from what I see when I output the extensions), is there a way to be able to:
I\'m writing a game engine using opengl 3.3/SDL/glew/Linux (Ubuntu 11.04). I want to keep the possibility to deploy on mobile开发者_JS百科 (OpenGL ES 2). This means that I have to stay somewhat OpenGL
I\'ve seen plenty of samples/examples in the Android documentation about using OpenGL ES 1.x w开发者_开发技巧ith Android, but I can\'t seem to find anything about using OpenGL ES 2.x with Android.
I have been doing some searching the last couple of days and I have been curious how to do this. I have a UIImagePickerController.
I have the following code in the Fragment Shader: precision lowp float; varying vec2 v_texCoord; uniform sampler2D s_texture;
Is there a way to include aspect ratio correction without using matrices in OpenGL ES? I am writing a simple shader to rotate a texture.
I\'m trying to use the OpenGL ES Analyzer for my iPad开发者_Go百科 application and I can\'t get it to show me any symbols from my code in the extended detail pane\'s stack trace.I see the names of UIK