I am building a small game for MacOS using Cocoa + OpenGL to create the GUI. The game is a BoulderDash-Clone, so its basic开发者_运维问答ally a 2D-array of objects, and not THAT many (a level is like
my problem is that, when using glutInitContextProfile(GLUT_CORE_PROFILE) instead of glutInitContextProfile(GLUT_COMPATIBILITY_PROFILE) the textured areas just stay black.
In the Interface Builder (xCode/Mac) I would like to set a Textured Background color. How can I add a texture (image) so I\'ll be able to use a new custom background?
Say the user taps 4 spots on the iphone, defining an irregular 4 sided polygon (in 2d space).Is there a way to map/fit a (potentially highly distorted) image onto this shape, without using OpenGL?
I am working on a level editor for a graphics engine. Recently, as one project expanded I have been ex开发者_JAVA技巧periencing memory issues. In particular, the level is quite big and around 300 text
I\'m using triangle strips to create a quad. The problem is when I try to paint it using a rectangular texture that I want to have evenly interpolated over the shape.
From what I\'ve read in the OpenGL documentation, OpenGL prefers BGR format over RGB. However, when setting the texture\'s internal format as BGR, the texture is all white when rendering. When the int
How do you wrap two textures over a plane? I think I did it, but the texture is filling the whole object not just the sliver I want it to.
I am new to the OpenGL and mobile programming in general. I am trying to load 2 textures and show them on one object (I mean one set of vercicles) with different coordinates.
In cocos2d, there used to be a TextureMgr method (Async) that let you load images for later use. Now when I use TextureMgr, it says it\'s undeclared. Is it deprecated? I\'m on .99.5. If it\'s no longe