I\'m having a bit of a problem with Apples EAGLView and Texture2D. If I create an insta开发者_C百科nce of EAGLView and draw some textures, it works great. However, whenever I create a second instance
this is my question. I\'m developing a game on iPhone with OpenGL ES. I began my development using the Xcode template OpenGL ES Application, with one EAGLView, etc.
I\'m learning GLES. There are 开发者_Python百科many pair functions like glClientActiveTexture/glActiveTexture.
I am very new to OpenGL ES. I am implementing some demo app to load multiple textures on the screen. For demo purpose I have loaded 2 textures in 2 different locations on the screen using glTranslatef
I\'m porting an iPhone app to Android, and I need to use OpenGL framebuffers. I have a Nexus One, and a call to glGet(GL_EXTENSIONS) shows that the Nexus One supports the same framebuffer extension as
I\'m trying to develop a 2D game to android using opengl. I know how to print images on the screen and animate them. But in my game I have a map and a want to zoom in and out and scroll t开发者_JAVA技
I have a texture from this PNG: And another from this PNG: They both have the same blend function: glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
I am writing an Android AR application and have my engine working but it contains a strange behaviour that I can\'t seem to get fix. I am overlaying an OpenGL surface on the camera image and am placin
I am working on a game where I want to create shadows under a series of sprites on a grid.The shadows are larger than the sprites themselves and the sprites are animated (i.e. move and rotate).
with glMatrixMode(GL_TEXTURE); ..some matrix operations... i can change the current texture transformation matrix. However -开发者_JS百科 it seems it affects not all texture units (i\'m using multi