I\'m trying to access UV Layer in Blender from Python and basically API returns UV Layer only as a string. Thing is I want to assign new Image object to current UV Layer ( I use TexFace on the side of
I have two objects drawn on screen in openGL, one is a sphere using the GLU object and one is a texture mapped star. Regardless of the z coordinates, the texture mapped star always seems to draw in fr
I\'ve done 2 programs to use Shared Resources, running on SlimDX & DirectX10. One program will display the shared texture on a 3D mesh. The 2nd program will load an image as texture. So far I need
I\'m trying to add a simple repeating shaded gradient (think laminated layers) along the Z axis of arbitrary, highly tessellated objects (STL imports).
Ok I have a shader compiled up under D3D10. I am obtaining a shader reflection to get details of all the constants/globals in the shader.However I\'m a little conf开发者_StackOverflowused on somethin
I have a texture loaded into memory that is of RGBA format with various alpha values. The image is loaded as so:
I have a texture with a 3x9 repeating 开发者_如何学Pythonsection. I don\'t want to store the tesselated 1920x1080 image that I have for the texture, I\'d much rather generate it in code so that it can
I\'m having great difficulty getting basic textures to work in an OpenGL ES app on my Droid (2.1-update1).I trying to render a simple textured quad - four vertices, two faces, with normals and texture
I\'m not sure I\'m using glDrawTex_OES correctly.In fact, I\'m sure I\'m not because I\'m getting a black rectangle on the screen rather than the intended texture.
Sorry for the duplicaiton, but I\'ve been googlin\' for hours now without any result. I have this (optimized) data of a simple cube exported from a converter: