i am new to both android and OpenGL development i try to do just a cube with a texture, but i need to make this texture compressed in ETC1 compression, i make a code like i found in the develop.androi
The msdn documentation explains that in directx 11 there are multiple ways to fill a directx 11 texture programmatically:
My render to texture iPhone code only works if I disable MSAA, otherwise all I get is a black texture. What could be the cause of the problem?
I want to render outline font near playing area, but these two parts are in conflict. If I render only outline font, it\'s ok. When I render also playing area, textures of cubes have defect and light
I am trying to create a mipmapped textured image that represents elevation. The image must be 940 x 618. I realize that my texture must开发者_Go百科 have a width and height of a power of 2. As of now
I have this little problem and I think I am having it due to the lack of my experience in iOS development. Anyways, I am trying to display some preset text as a layer to my plane (one square). I am us
I have a large开发者_如何学运维 amount of textures in JPG format. And I need to preload them in opengl memory before the actual drawing starts.
Is there any way to blit a texture in opengl es 2.0 with a pitch that differs from its width.Normally I would fix this by using a PBO or adjusting 开发者_C百科the GL_PACK_ROW_LENGTH via glPixelStore.H
The OpenGL SuperBible discusses texture buffer objects, which are textures formed from data inside VBOs. It looks like there ar开发者_Go百科e benefits to using them, but all the examples I\'ve found c
I have a problem in the game I wrote with XNA. I recently added Textured polygons, and saw that every textured polygon shared the same texture although I changed it before calling. The code I am using