In my Android app I want to switch activities from my renderer. When I create the Renderer I pass context in the constructor. In my Renderer in the onDrawFrame function:
Due to some memory problems I had to textureBitmap.recycle() all texture bitmaps after I created an OpenGL texture. Works great and there is enough memory left.
I am creating a game loop and I need to be able to call onDrawFrame (from inside the renderer manually) in order to \"skip frames\" if I find that I am falling behind on processes.
I have created a triangle(in android) and given below is the specification of the vertices size, viewport size & parallel projection size.
I want to draw polygons with triangle fan. I get the polygons as a data structure with a count of the number of edges followed by an array of coordinates. I figured out that it should work something l
Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.background); My background.png has a size of 512x512px
I have an OpenGL ES2-based app which runs smoothly at 30fps on an iPad 2, but on an iPad 1 it\'s a bit jerky.I want to modify my app to use a def开发者_如何学运维ault frame rate of 20fps on the iPad 1
I am working on opengl in android. Can some-one let me know how to set the background color for viewport(instead of the entire screen). I ha开发者_开发技巧ve 2 viewport in my application and I would l
I\'m trying to create a game loop using this tutorial. I have tried to implement this in the initial activity class as shown below but I have run into a few problems. I have requested the fullcreen a
I am writing a simple gyro test app in which I want to be able different sides of a polygon by tilting the phone to different orientation. It is similar to the head-tracked rendering technique but I a