I have created a simlpe Opengl ES application, a sphere bouncing back and forth in a room. When running on simulator it works fine. I have configured the simulator to be HW 3.0, from xCode I chose Sim
following this question : Best approach for oldschool 2D zelda-like game Thank to previous replies, and with a major inspiration from http://insanitydesign.com/wp/projects/nehe-android-ports/ , i sta
i am developing an application where i want to do some smoke effect like animation and interact with that smoke.
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I\'m writing an Android a开发者_JAVA百科pplication that uses OpenGL ES (GLSurfaceView and GLSurfaceView.Renderer). The problem is that when the user switches applications and then switches back to my
I\'m using an EAGL context and view for my application\'s normal screen rendering. This involves (as expected) creating and binding a renderbuffer and framebuffer to the view\'s CAEAGLLayer. This work
I am trying to do animations on iPhone using OpenGL ES. I am able to do the animation in Blender 3D software. I can export as a .obj file from Blender to OpenGL and it works on iPhone.
I\'m using texture-based DOT3 lighting to achieve bump mapping on older iPhones, and I\'m wondering if there\'s a sneaky way to make it look correct even when the viewpoint changes.
I am trying to learn how to add several objects and working with those in my 3D-world. I am developing for iPhone. Regarding my question below I couldn\'t find good information about it while Googling
This is not really a functional problem I\'m having but more a strategic question. I am new to 3D-programming and when looking at tutorials and examples I recon that the coordinates are usually betwee