I\'m writing some code where all I have access to is a textureID to get access to the required texture. Is there any way that I can get access to the RGB values of this texture so I can perform some c
I\'ve been challenged with build a fur like texture on a iphone screen that would respond in a realistic way when stroked.
I am seeing a strange problem in my Android application, illustrated by this screen shot: (开发者_如何学运维source: lavadip.com)
I\'m trying to draw one cube with different textures for each face. I\'ve come across many tutorials which state that in the display() routines, you need to enable all texture units before ca开发者_St
I\'m trying to accelerate the drawing of a full-screen texture which changes every frame.On my system, I can get around 1000 FPS using GDI and BitBlt(), but I thought I could improve performance by us
I have been grabbing live video frames from the iPhone camera and applying them as a texture to flat OpenGL geometry in order to use shaders for pro开发者_高级运维cessing the camera input.Does anyone
I\'m making an application using managed directX 2.0 (which I believe is the same as DirectX9) and I\'m new to HLSL, so I\'m sorry if what I\'m doing is idiotic. I\'m writing a simple pixel shader tha
I have a buffer of RGB (or RGBA) texture image, and I want to display it on my Android device with the following code. I use OpenGL from NDK.
I am trying to load a texture for a cube and I have trouble with the dimensions I use. The texture has the power of two (256x256). When it should use 256 as width and height it throws an exception:
I\'m working on a Mac application using OpenGL te开发者_StackOverflow社区xtures that I load from image files on disk using glTexImage2D.