I\'m currently learning Objective-C. As my first project, I\'ve chosen to write a small 3D app for iOS, using only OpenGL Es 2.0. So, yes, I\'m learning that at the same time. I only knew the basics o
How do you t开发者_JAVA技巧exture a cube with png image in OpenGL ES 2.0? And how do you use atlas for the texturing?For the good old cube demo, check this out.
In my scene I have a tree of meshes. Each mesh contains a transformation matrix, a list of vertices, normals, uvs and a list of child meshes.
This is my vertex shader code: attribute vec4 position; attribute vec4 inputTextureCoordinate; varying vec2 textureCoordinate;
I don\'t understand why I need to use depth buffer, because in this project cube draws without d开发者_运维技巧epth buffer.
I\'m developing an Android application with some native code (used to render with OpenGL ES 2.0). I have the following method signature:
I\'ve been trying to draw a cube without success using OpenGL ES 2.0 and a depth buffer. Are there any 开发者_JS百科examples of this available that I could compare against to see where I\'m going wro
I need help setting up multi-pass rendering with OpenGL ES 2.0 on the iPhone.I haven\'t been able to find an example which implements both rendering to a texture and multi-pass shading.
I have a question a开发者_Go百科bout glDrawElements and vertex, normal and texcoordinate indices.
I\'m developing an Android applica开发者_如何学Ction. I have the following vertex shader. \"attribute vec4 vertexPosition;