I\'ll try to keep it brief: I\'m using OpenGL ES 2.0 on iPhone, and am utilising a Vertex Buffer Object to render many shapes on-screen at once.
I currently have two textures being applied to a single object.Eventually there will be a couple more added to that, but I am having trouble getting the current two to work properly.
I need gluUnProject to convert screen coordinates to world coordinates and right now I just about have it working.When my app runs it accurately tells me the coordinates on screen which I know are sto
For a post processing shader, I need the color and the depth buffer of my framebuffer. Accessing the colorbuffer works fine but I have problems creating the depthbuffer. I always get an INVALID_ENUM e
I have a drawingView of type UIView where I can draw pictures. But this method save just I white area without my drawn picture. Why?
Does anyone know an efficient way to load textures into OpenGL ES that are not in sizes of a power of two? I am new to OpenGL, and I\'m working on a 2D game for iPhone and I have a l开发者_如何转开发o
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Currently i\'m having a problem loading a DDS compressed texture on OpenGL ES 1.0 on android (generated using The Compressonator): whenever i call glCompressedTexImage2D i get a GL_INVALID_ENUM everyt
In my ongoing attempt to convert to OpenGL ES 2.0 from ES 1.x I\'m currently converting some code to use Vertex Buffer Objects (\'VBOs\') rather than the existing unbuffered glDrawArrays calls.
I want to create a 2d opengles engine to use for my apps. This engine should support a scene graph. Each node of the graph can have it\'s own shader, texture, material and transformation matrix accord