I am doing some custom drawing a UITableViewCell that I have subclassed. In there there is an OpenGL ES 2.0 control that needs user interaction to work... now if I start dragging horizontally the cont
I\'m looking to draw a custom shape (say, a solid rectangle) using openGL ES in an iOS game built upon the Cocos2d framework.In another StackOverflow question, I saw a suggestion to use [CCDirector sh
Recently started with OpenGL, I have managed to draw a background image on screen and frame buffer. All works fine. Problem comes when I create new texture and add it to 开发者_如何学Goframe buffer.
I vaguely remember seeing something in OpenGL (not ES, which was still at v1.0 on the iPhone when I came across this, which is why I never used it) that let me specify which edges of my polygons were
I dont get the use of glBindAttribLocation function in OpenGL ES 2.0 Can some one give me the full context ? Is it something like
I have this problem with the display of my textured VBOs on OpenGLES20 (testing on an android motorola Xoom), where textures would appear as if they were taken from a single dot of the texture instead
I want to create a blur effect using a fragment shader in OpenGL ES 2.0.The algorithm I am interested in is simply an averaging blur - add all adjacent pixels to myself and divide by 9 to normalize.
I figured out my fragment shader is limited to the pixel dimensions of the OpenGL ES viewport. Could I create an \"offscreen fragment shader\" or rendering environment which has 开发者_JAVA百科a lot
I\'m porting a game from WP7 XNA to Android; everything was working using Canvas but it was too slow so I\'ve switched to OpenGL ES, following the examples of Replica Island and SpriteMethodTest.
I am creating a live wallpaper using openGL ES 2.0. The app works great in my nexus one but it doesn\'t not show anything in a Nexus S.