I was wondering if anyone could advise on a good pattern for loading textures in an Android Java & OpenGL ES app.
I am relatively new to OpenGL and I am having some issues when I am rendering an image as a texture for a QUAD which is as the same size of the image. Here is my code. I would be very grateful if some
i am trying to display an image on iphone by converting it into texture and then displaying it on the UIView.
I\'ll start by saying that i\'m REALLY new to OpenGL ES (I started yesterday =), but I do have some Java and other languages experience.
I use glBindTexture() to bind a previously created texture. After the glBindTexture() call I use glTexParameteri() to set MIN and MAG filter. No problem so far.
I have a very basic texture map problem in GL on iPhone, and I\'m wondering what strategies there are for debugging this kind of thing.
When drawing OpenGL ES textures, they seem to \"snap\" to round pixel locations, as though the draw location was being rounded.ie. drawing at (x:1.1, y:5.4) actually draws at (x:1, y:5).This causes th
I\'m creating a 2D game and when the player dies I want the texture I to switch to another (to show an explosion) I also want the game to pause for a second or two so the user can see that t开发者_开发
SOLVED: The problem was actually using time.time() every CPU cycle to see whether the next frame should be drawn or not. The time it takes to execute time.time() was having an impact on the FPS.
Ok, so far, I can create an array on the host computer (of type float), and copy it to the gpu, then bring it back to the host as another array (to test if the copy was successful by comparing to the