opengl-es

Ambiguous results with Frame Buffers in libgdx

廉价感情. 提交于 2020-01-04 09:25:30
问题 I am getting the following weird results with the FrameBuffer class in libgdx. Here is the code that is producing this result: // This is the rendering code @Override public void render(float delta) { Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); stage.act(); stage.draw(); fbo.begin(); batch.begin(); batch.draw(heart, 0, 0); batch.end(); fbo.end(); test = new Image(fbo.getColorBufferTexture()); test.setPosition(256, 256); stage.addActor(test); } //This is the

Ambiguous results with Frame Buffers in libgdx

橙三吉。 提交于 2020-01-04 09:25:14
问题 I am getting the following weird results with the FrameBuffer class in libgdx. Here is the code that is producing this result: // This is the rendering code @Override public void render(float delta) { Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); stage.act(); stage.draw(); fbo.begin(); batch.begin(); batch.draw(heart, 0, 0); batch.end(); fbo.end(); test = new Image(fbo.getColorBufferTexture()); test.setPosition(256, 256); stage.addActor(test); } //This is the

Get bitmap to Unity through Android plugin using GLES20

对着背影说爱祢 提交于 2020-01-04 09:22:22
问题 I'm trying to use the UpdateExternalTexture and CreateExternalTexture to pass a simple bitmap image from an android plugin into unity. On the documentation it says the latter is meant to be used with low level plugins. I'm a layer above that with java code. I'm getting a context error when I do any GLES20 call: call to OpenGL ES API with no current context (logged once per thread) According to this excellent question this is because the context isn't right (or has none). I followed the

Get bitmap to Unity through Android plugin using GLES20

佐手、 提交于 2020-01-04 09:22:10
问题 I'm trying to use the UpdateExternalTexture and CreateExternalTexture to pass a simple bitmap image from an android plugin into unity. On the documentation it says the latter is meant to be used with low level plugins. I'm a layer above that with java code. I'm getting a context error when I do any GLES20 call: call to OpenGL ES API with no current context (logged once per thread) According to this excellent question this is because the context isn't right (or has none). I followed the

degenerated vertices and GL_LINE_STRIP

倾然丶 夕夏残阳落幕 提交于 2020-01-04 06:33:57
问题 I'm on iOS 5.1 I was trying to display several batch of lines in the same vertex array and I wanted to separate them using degenerated vertices. But it does not seem to work. I line is drawn between each batch of vertices. Googling the problem gave me results that degenerated vertices was not compatible with GL_LINE_STRIP but I'm not really sure about it. Can someone confirm that? And also what's the alternative ? 回答1: As far as I know, you can only draw a continuous line using a single

iPhone OpenGL : Using gluUnProject (port) and detecting clicking on an object

天大地大妈咪最大 提交于 2020-01-04 06:13:42
问题 please help, this is my 4th question about this, I trying so hard I tried everything! All I want to do is detect clicking on a object(cube) in a 3D World (3D world created). This does it http://blog.nova-box.com/2010/05/iphone-ray-picking-glunproject-sample.html but has a completely different app structure and does a lot with render buffers etc. I am trying to use using gluUnProject (someone has ported it). On touch CGPoint pos = [[touches anyObject] locationInView:self.view]; glGetIntegerv(

Problems with texture deformation in OpenGL ES 1.1 on quad made out of triangle strips

前提是你 提交于 2020-01-04 05:48:08
问题 I'm using triangle strips to create a quad. The problem is when I try to paint it using a rectangular texture that I want to have evenly interpolated over the shape. As long as the shape is a rectangle or an affine transform of a rectangle, I'll have two identical triangles that build the shape and everything goes well. But with arbitrary shapes, the triangles have different shapes and a distortion naturally occurs along the common edge of the triangles. _____ ______ _____ | | / / \ / |_____|

How to solve the Logcat error in android

我与影子孤独终老i 提交于 2020-01-04 05:26:09
问题 I create one application which send the email. but when i click on send button following error occure.i don't know meaning of this error. Pls help me how to solve this error. Thanks in advance. [2012-02-17 17:53:35 - Emulator] could not get wglGetExtensionsStringARB [2012-02-17 17:53:36 - Emulator] destroyOpenGLSubwindow not implemented for separate renderer process !!! [2012-02-17 17:53:36 - Emulator] createOpenGLSubwindow not implemented for separate renderer process !!! [2012-02-17 17:53

Android Lollipop soft keyboard doesn't accept keypresses with GL surface

谁都会走 提交于 2020-01-04 05:22:18
问题 In a current fullscreen opengl based project I work on, I have some GL based graphical elements, notably a text entry field. For the use to enter text when this element has the focus, I display the soft keyboard (which appears fine). On android version before 5.0, the Google Keyboard was working fine, sending key events like for hardware keyboards. On android Lollipop, some other keyboards like Swiftkey or the free Hacker's keyboard are still working, but the Google Keyboard isn't anymore.

Why does WebGL canvas turn white on the second frame when alpha is masked?

南楼画角 提交于 2020-01-04 04:31:08
问题 Please see this thread for details. To summarize, given the following circumstances: gl = canvas.getContext('experimental-webgl'); gl.clearColor(0, 0, 0, 1); gl.colorMask(1, 1, 1, 0); gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); gl.enable(gl.BLEND); ...and a standard render loop: function doRender() { gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // render stuff, and request another frame requestAnimationFrame(doRender); } ...then I would like to know what the expected output