I have attempted to find an answer to this for the past three days with various keywords I know of, but could not get far. I am new to JavaScript/WebGL so this could potentially turn out to be a compl
I just starting using Direct3D11 and I am trying to create a dynamic texture that I plan to update with new data several times a second. My issue is that every time I update the texture with the new d
I have a Java OpenGL (JOGL) app, and I\'m trying to create a texture mapped quad that covers the entire screen. In draw some pixels to a buffer and then I want to read those pixels into a texture and
I am having troub开发者_如何学Cle getting my texture pipeline working for JPEGs.Everything works right for PNGs but converting over has been an issue.
I found how to repat single image to make a fitting background for my level: [self setTextureRect:CGRectMake(0, 0, width, height)];
I have an array of Texture2D\'s set up like this; map = new Texture2D[30, 18]; H开发者_StackOverflow中文版owever, when I try and refer to map[30, 1] I get an index out of range of array error. Any
I\'m having issues with Texture2D and I\'d like to understand how to use it better. I\'ve taken the Crashlander Texture2D class from here and a default OpenGL project in XCode 4, forcing it to load O
I\'m very new to GLSL, but I\'m trying to write convolution kernel with in a fragment shader for image processing.I was able to do this just fine when my kernel was small (3x3) using a constant matrix
I\'m developing an UI for a project for school, and I\'ve tried similar methods to scaling my texture as listed here, but here is the issue:
I have discovered that there are still a fair number of drivers out there that don\'t support NPOT textures so I\'m trying to retro-fit my 2D engine (based on OpenTK, which is in turn based on OpenGL)