Right i am just getting into OpenGL ES, and if i am开发者_高级运维 honest it is very daunting.
I\'ve 开发者_StackOverflowgot a 3D modeling program exporting a UV mapped 3D model. However the UV coordinates seem to be invalid or using a system I don\'t understand. I need help in understanding h
I am a bit of an openGL novice and I am trying to get texture sharing to work between two openGL views.I created two NSOpenGL view classes and then in the interface builder I created a window that had
I need to calculate the minimum and maximum UV values assigned to the pixels produced when a given object is drawn onscreen from a certain perspective. For example, if I have a UV-mapped cube but only
I\'m looking for a way to automatically map a 3D mesh\'s polygons onto UV space such that texel density is maximized and k开发者_开发问答ept as consistent as possible between polygons. Does an algorit
I\'m trying to use rectangular texture with OpenGL. When the height is equal to the width of the texture, everything looks fine, however, when the height is different than the width the texture looks
I am trying to understand how can I change UV mapping of a dome, I need a different texture map projection than this one coded below:
I have two objects drawn on screen in openGL, one is a sphere using the GLU object and one is a texture mapped star. Regardless of the z coordinates, the texture mapped star always seems to draw in fr
I know it\'s possible to repeat an entire texture by setting the wrap mode to GL_REPEAT, but is it somehow possible to开发者_StackOverflow中文版 repeat only a subregion of the texture? For example, wh
I\'m mapping a texture from my texture atlas to a square on a cube. For some reason, the t axis is inverted with 0 being at the top and 1 being at the bottom. Any ideas why this is happening?