I have got a very, very strange problem in my C++ OpenGL application. I simply load a texture and apply it to a quadric:
I have 2 1024x1024 sprite sheets, one containing several 480x320 background images and another containing a variety of smaller elements as entities and interface. My framerate drops like a rock whenev
I am executing the following, which I have derived from a few different tutorials (Just a single render pass, initialisation code not shown but works fine for untextured primitives):
This is a follow-up of this question on here http://iphonedevelopment.blogspot.com/2010/02/drawing-hud-display-in-opengl-es.html
Can CUDA be used 开发者_C百科to generate OpenGL textures? I know it can be done by reading the CUDA results back into system memory, and then loading that into a texture... But I\'d like to find a way
I need to display 480 x 320 background image in OpenGL ES. The thing is I experienced a bit of a slow down in iPhone when I us开发者_如何转开发e 512 x 512 texture size. So I am finding an optimum case
I\'m working on a game, and all of my graphics use magenta as transparent/magic color. They are all 32-bit and the magenta is just for conveniency.
Can anybody help with converting an SDL_Surface object, a texture loaded from a file, into an IDirect3DTexture9开发者_如何学Python object.I honestly don\'t know why you would ever want to do this. It
I\'m trying to implement an old-school technique where a rendered background image AND preset depth information is used to occlude other objects in the scene.
I tried doing this: [toolbar setTint:[UIColor开发者_如何学Python colorWithPatternImage:[UIImage imageNamed:@\"thingFromMyBundle.png\"]]];