This is a question about syncronization in OpenGL. And the question is: At which point in the following (pseudo) code sample does syncronization happen.
In simplest terms, I feel that these texture compression schemes should be available on all android devices, but I\'m not sure about 2, and even then, I\'m not so sure about 1.
After struggling all weekend, I finally have a sphere reflecting its environment in OpenGL. It almost looks good. Problem is, certain features don\'t line up. I can\'t find much information on the top
I\'ve 开发者_StackOverflowgot a 3D modeling program exporting a UV mapped 3D model. However the UV coordinates seem to be invalid or using a system I don\'t understand. I need help in understanding h
i m doing color picking for my project, i m working with iphone sdk and my project s开发者_运维问答ubstantially(for color picking part) load 3d models with texture, the \"loader\" own an array of obje
This is weird, and I can\'t find anything like it online. I am rendering a reflective sphere in OpenGL, and I\'m trying to reposition the camera and use glCopytexImage2D to render directly to the Cube
I have the following gabor filter to extract image texture feature.. a=imread(\'image0001.jpg\'); a=double(a);
I\'m currently trying to make a simple square by combining two triangles, like in the tutorials by Riemer (Link to tutorial), but since a lot has changed from 3.x to 4.0, I find it difficult.
For some reason my texture are not drawing, even though my code looks exactly the same as an old project that did. So far, the vertexes and TexCoords look fine, as I am having white squares being draw
I\'m having a problem rendering a background texture in my iPhone app.The following images show the problem: