Currently I need a couple of textures\' worth of per-pixel data from my rendering pass (normals, depth and colour).
I have a texture that is partially transparent.What do I need to enable so that it renders that part of the texture transparent?Currently it renders the lower index texture in the transparent part of
I created a float point matrix on the GPU of size (p7P_NXSTATES)x(p7P_NXTRANS) like so: // Special Transitions
I have this problem with the display of my textured VBOs on OpenGLES20 (testing on an android motorola Xoom), where textures would appear as if they were taken from a single dot of the texture instead
I\'ve been challenged with the task of putting an oddly sized image (with fixed proportion, though) on a GL_QUAD (well, a GL_TRIANGLE_STRIP resem--you got the point) and that seemed fairily easy to me
I\'m looking at SurfaceFlinger, i.e. the the code that is doing the composition in Android, and I have trouble understanding some of the OpenGL ES 1.0 calls as I\'ve only programmed ES 2.0 code.
I\'m porting a game from WP7 XNA to Android; everything was working using Canvas but it was too slow so I\'ve switched to OpenGL ES, following the examples of Replica Island and SpriteMethodTest.
Is there a way to load images into openGL with the y-coords flipped? (upside down). I\'m using the .NET Bitmap and BitmapData classes, a开发者_Python百科nd passing BitmapData.Scan0 to OpenGL.
Here is my GL init code: gl.glEnable(GL10.GL_TEXTURE_2D); gl.glShadeModel(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_BLEND);
This problem baffles me. I am testing some Haskell bindings to OpenGL, I create a vertex shader, a fragment sha开发者_如何学Goder, compile the program, and draw a textured rectangle to the screen afte