Hi I\'m developing a game for android using OpenGL es and have hit a problem: My game loads fine in the emulator (windows xp and vista from eclipse), it also loads fine on a T-Mobile G2 (HTC Hero) ho
I am trying to blend textures which have transparent areas: glEnable( GL_TEXTURE_2D ); glBindTexture( GL_TEXTURE_2D, ...);
I am having trouble implementing mipmapping in OpenGL. I am using OpenFrameworks and have modified the ofTexture class to support the creation and rendering of mipmaps.
I am writing a map editing program for a 2D game using XNA.To create a Texture2D for all of the tiles that a map requires takes too long.
I\'ve got a problem with openGL on iPhone which I\'m sure must have a simple solution! When I load a texture and display it, I get a lot of what I believe is called \'Colour Banding\', whereby the c
I\'ve been producing this 2d tile-based game engine to be used in several projects. I have a class called \"ScreenObject\" which is mainly composed of a
I\'m having some troubles finding out how i can render an offscreen texture to the screen. Can anyone help me wi开发者_运维百科th pointing me in the right direction?
I\'m trying to render a 640x480 RGB565 image using OpenGL ES on Android using GLSurfaceView and Native C code.
If I have a texture file how would I be able to load up only a par开发者_StackOverflowt of it using a defined rect (top, left, bottom, right)?
I have created a png image in photoshop with transparencies that I have loaded into and OpenGL program. I have binded it to a texture and in the program the picture looks blurry and I\'m not sure why.