So this is what I\'m trying to do. I\'m trying to make a 2d game using LWJGL that has a dynamically generated terrain using images as tiles. It works fine, but when I try to do a zoom, the tiles get a
In order to improve the performance of my OpenGL ES application for the iPad, I was planning to draw a rarely updated but rendertime-heavy element to a texture, so I can just use the texture unless th
I am creating a render texture of 2048x2048 and rendering a sprite of size 2048x2048 over it covering the whole render texture. How is the parameters for glOrtho(..) calculated?
I have a level based game that is using a tiling engine to present those levels. there are large parts of the level that stay static through the level like the ground, and the sky.
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 am writing an application in XNA that relies on render targets that are rendered to just once, and then used indefinitely afterwards. The problem I\'ve encountered is that there are certain situatio
I\'m using SlimDX, targeting DirectX 11 with shader model 4. I have a pixel shader \"preProc\" which processes my vertices and saves three textures of data. One for per-pixel normals, one for per-pixe
I understand that Rende开发者_C百科r Targets in XNA are volatile, but how volatile are they? I can\'t find any documentation that tells when exactly their contents are discarded. Is it just when you s
Basically, I have an array of data (fluid simulation data) which is generated per-frame in real-time from user input (starts in system ram). I want to write the density of the fluid to a texture as an
How can one render some text on a texture and then display it? DirectX 10 Draw Text to 开发者_如何学Pythontexture