If I have a mesh (such as a cube with 6 faces, each consisting individually of 4 vertices, totaling 24 vertices) and I want to apply a different texture to each face, how would I do this? Currently I
I want to manipulate a texture which I use in opengl using CUDA. Knowing that I need to use a PBO for this I wonder if I have to recreate the texture every time I make changes to the PBO like this:
Edit: Okay, this code still doesn\'t allow me to use two different textures in the program. It acts like it should work, but when I tell it to use the first texture, it\'s the same as the second textu
I am currently designing a game engine, and I have come across a problem in my images in that the alpha value in the images is not being rendered.I am currently using an OpenGL system where each textu
I am using OpenGL, Ffmpeg and SDL to play videos and am currently optimizing the process of getting frames, decoding them, converting them from YUV to RGB, uploading them to texture and displaying the
I am using openGL and programming on an iPhone. I am rendering a glowing \'beam\' on top of my game scene. I am using a few textures with additive blending to make the glow effect. If the beam is re
I\'m deciding if I want to create a map of multiple textures of my entire scene into several 1024x1024 texture atlases.Is it much of a gain at all to have fewer, larger textures so that you can make l
I\'ve heard that glBindTexture is really slow and must be avoided as much as possible, b开发者_StackOverflowut for a 2D tiled OpenGL game coded in C++ (about 400 tiles on screen per frame max.), is a
I\'m new to AndEngine. For some reason, I have to create a TextureRegion from a Drawable variable. I don\'t know if it is possible,
I\'m attempting to load two textures and pass them on to two samplers in my shader, however both the samplers return the first texture I load. Furthermore if I don\'t load a texture into GL_TEXTURE0,