I am studying for an exam and one of the sample questions is as follows: Vertex cover: a vertex cover in a graph is a set of vertices such that each edge has at least one of its two end points in thi
I\'m trying to get a clear idea of when I should be using indexed arrays of OpenGL vertices, drawn with gl[Multi]DrawElements and the like, versus when I should simply use contiguous arrays of vertice
I\'m trying to find out what a binormal is in the context of graphics programming but coming up short, I saw on a site that the binormal was being calculated as the cros开发者_StackOverflow中文版s pro
Using Opengl ES for Android we’re facing a problem when drawing a squ开发者_Go百科are with a texture. They look fine from a distance, but when getting close to the model the texture screws up. We bel
In my little scratch built flex game framework, I have defined a class called ThreeDPoint, that carries an x, y, and z co-ordinate set to track my in-game objects, called Actors. I also use the class
I tried to implement Open GLs Vertex Buffer Objects the first time, and all i get is a black screen. I tried it with glOrtho instead of glPerspective, but it didnt work as well.
Ok... imagine I have a relatively simple solid that has six distinct normals but actually has close to 48 faces (8 faces per direction) and there are a LOT of shared vertices between faces.What\'s the
I amattempting to make an image stretch effect on the iphone. I make a vertex array and shift the texture data for each indice within an arbitrary radius of a background image. Then make the following
I\'m currently using a VBO for the texture coordinates, normals and the v开发者_Python百科ertices of a (3DS) model I\'m drawing with \"glDrawArrays(GL_TRIANGLES, ...);\". For debugging I want to (temp