I realized that these are two different things: Drawing, and getting it on screen. So while you may draw in every single call from CADisplayLink at a rate of 60 FPS, if your drawing operations take
It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical andcannot be reasonably ans开发者_C百科wered in its current form. Fo
I am creating an OpenGL ES 2.0 application. I wish to implement touch controls so that I can rotate my 3D object while I perform gestures (like a swipe) on the screen.
I have a question - I am learning OpenGL ES 2.0 from this tutorial and moving across this websit开发者_如何学Goe, I have build nice app, with spinning polygon.
It\'s generally regarded that开发者_开发百科 using a big texture \'image\' full of many smaller textures (think font sheets) is faster than having each texture separate. How big is the improvement in
I\'m new to OpenGL ES and developing a simple 2D game.However, I\'m confused as to how I can go about loading multiple animation frames as textures (for the player character).I\'ve tried to load a dif
What is the simplest way to extract the rotation angles around x y and z axes given a modelmatrix? Are there any methods in OpenGL ES available or in Android itself (the Matrix class does not provide
I parse a binary point cloud file and get large arrays of points and their properties. These more often then not run out of memory when allocating towards VBOs before drawing. I need a solution that h
I\'m using Corona (to load images) / C++ / Glut. I have strange problem with loading texture. I know that problem is with glTexImage2D, but it\'s strange , everything is OK when image is 850 x 249 or
I am developing game in Android and got OpenGlContext error,any suggestions to overcome the same? Below is my Code: