I am having trouble with OpenGL 1.1 lighting.My code works on the iPhone 4 but not the iPhone 3G.Everything appears unlit (flat colours).I don\'t have a 3GS so I can\'t find out if it works on that on
I am relatively new to doing graphics work on the iPhone and was hoping to get some guidance on which technology I should employ.The issue I am facing is that I need to create an iPhone app that will
I modeled my game after the Lunar Lander demo that Google provides, and it uses Canvas and onDraw() methods, but I want to get better performance by using Opengl.
I thought this should be easy, but... geesh! A vendor gave me a fairly simple demo program meant to showcase some trivial icon animations.The target platform is an embedded system (MX51) with accelera
G\'day, I\'m trying to update part of a VBO with a call to glBufferSubData(). When I update from the start (0) of my existing shadow buffer, there is no problem, as the buffer starts reading from 0.
This is kind of weird, but I noticed that up to 40 percents of the rendering time is spent inside glAlphaFuncx. I know that alpha testing is very expensive, but the interesting thing is I do not use i
I am trying to draw point sprites with OpenGL ES on iPhone. It\'s possible there could be very many of them (1000) and up to 64 pixels wide (maybe that\'s my problem right there - is there a limit or
I have android:screenOrientation=\"portrait\" set for my activity. Creating an AVD with resolution 800x480 and running my activity, 开发者_StackOverflow中文版the GLSurfaceView is created with dimensio
That\'s what the Dalvik LogCat is saying whenever I uncomment the last line, below.So somewhere along the way, a current context isn\'t being created at all.Why?Thanks for any help.
In OpenGL ES 1.1, you can use glRotatef() to rotate a model, but that function doesn\'t exist in OpenGL ES 2.0.