My main scene is composed of GL_POINTS in 3D space.What I would like to do is be able to draw a single GL_LINES line (2d overlay) on top of the scene as the user moves his finger across the screen whi
I am trying to render 2D (flat) sprites in a 3D environment using OpenGL ES 2. The way I create each sprite is pretty standard: I create a quad consisting of two triangles, and I map the texture onto
I have a following problem - I am developing an application and i decided for the GLSurfaceView because i needed openGl for a better and more natural page curl animation.
How long does openGL store a texture for? Does the texture memory get recycled when you leave an activity?
what is the optim开发者_StackOverflow社区al texture size in this case for pixel perfect fit on screen and for performance?
I am using this source code as my base and trying to change the code as per my requirements.I have included the following code to create a mesh on image.
I\'m repeatedly rendering a UIView to an OpenGL texture. Things are working well on the device (the texture updates as expected). On the simulator the texture is initially correct (correct alpha and c
I just caught a little quirk in my fledgling application\'s GL interfaces. On desktop GL things like glShaderSource() take a GLchar*, but on the mobile GLES interfaces they take a plain char*.
I am running cocos2d-iphone 1.0.0 and following this tutorial to use cocos2d with ARC.Unfortunately, I am getting a \'SIGABRT\' crash error whenever I try to add a TMX Tiled Map to a CCLayer.I have tr
I want to create a scrolling counter that rises at a rate I give it for an Android app, I feel like there is no Android widget that does this well in the SDK and I wanted some idea how this should be