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I\'ve very recently picked up Qt and am using it with OpenGL The thing though is that when moving my SDL code to Qt and changing the texture code to use QImage it stops working.
My Android app has been out for several months and works fine on any number of WVGA phones like the Droid, Droid 2, Galaxy, etc.
package com.opengl; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import java.nio.IntBuffer;
I can display my entire sprite (32x512) successfully with this call to gl.texImage2D: gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
I\'ve made this small game using SDL + OpenGL. The game runs fine on my PC, but on a friend\'s PC, he just gets white boxes and blank screen.
Is it possible to move part of the texture into another texture part without performance hits? I l开发者_Go百科ooked into opengl SDK, but haven\'t found anything that could do something like this.glC
I made a simple app that takes an input image and outputs a processed one using a fragment shader. When using a 2^n image it\'s OK. But if I use a rectangular not-power-of-2 image I get a black stitch
As far as I understand sending a texture to OGLES2 is done using GLUtils.texImage2D, 开发者_Go百科i.e. I upload the texture to the GPU. How do I send it back to Android then (download it from the GPU)
I\'m wanting to implement a simple demo example of streaming the camera feed to an opengl es object as a texture. This looks to be possible using this SurfaceTexture class.