opengl-es

Android OpenGL e-books? [closed]

半世苍凉 提交于 2020-01-03 03:01:36
问题 As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance. Closed 8 years ago . Are there any e-books out there on the topic of OpenGL in Android? 回答1: You haven't said how experienced you are with OpenGL and/or

Modify camera preview with effects using GLsurfaceview

断了今生、忘了曾经 提交于 2020-01-03 02:51:09
问题 I have creating a custom camera app, I am using GLsurfaceview , GLSurfaceview.Renderer for creating camera preview. I have successfully completed it, now am trying to apply filters (sepia mode, blank n white etc) on camera preview. How can I apply effects on camera preview. normal view filter applied And this is my GLSurfaceView.Renderer public class MainRenderer implements GLSurfaceView.Renderer,SurfaceTexture.OnFrameAvailableListener{ private final String vss = "attribute vec2 vPosition;\n"

glError 0x0501 when loading a large texture with OpenGL ES on the iPhone4

青春壹個敷衍的年華 提交于 2020-01-03 02:31:18
问题 I got this error when I try to load a PVR image on device. It works in iPhone 5s, 5, 4s and iPad well, but in 4 it doesn't work. My PVR image size is: width = 4096 and height = 2048 . Cocos2d: cocos2d: TexturePVR: Error uploading compressed texture level: 0 . glError: 0x0501 Cocos2d: cocos2d: Couldn't load PVR image /var/mobile/Applications/7CF6C347-8B63-4C1E-857A-41F48C8ACBEF/Race.app/Images/BackGround/bg1.pvr.ccz Cocos2d: cocos2d: Couldn't add PVRImage:Images/BackGround/bg1.pvr.ccz in

Why OpenGLES stretch my 3D Model?

吃可爱长大的小学妹 提交于 2020-01-03 01:42:12
问题 I created a simple 3D model in Blender, and imported this into OpenGLES for the iPhone SDK. The model imported with no problems for the most part but as you can see from the included photo links (photobucket), OpenGL is stretching the model beyond its intended proportions. The circular cylinders are made ovular, the squat rectangular body is made tall, etc. I'm a novice concerning OpenGL so please enlighten me: Why would OpenGL(ES) be stretching my 3D model and what are some troubleshooting

Can one fragment access all texture pixel values in WebGL GLSL? (Not just it's own TexCoord)

心已入冬 提交于 2020-01-03 00:56:33
问题 Let's pretend I'm making a compute shader using WebGL and GLSL. In this shader, each fragment (or pixel) would like to look at every pixel on a texture, then decide on it's own color. Normally a fragment samples it's provided texture coordinate (UV value) from a few textures, but I want to sample effectively all UV values from a single texture for a single fragment. Is this possible? 回答1: EDIT: I was able to sample from each pixel in a 128x128 texture, but moving to 256x256 causes Chrome to

How to create multiple OpenGL ES redering contexts in Android?

ぃ、小莉子 提交于 2020-01-03 00:45:32
问题 I'm using the GLSurfaceView class to do OpenGL ES rendring. I'd like to have 2 rendering contexts, associated with the same view. I didn't find any way to create an additional context. 来源: https://stackoverflow.com/questions/29605757/how-to-create-multiple-opengl-es-redering-contexts-in-android

converting 2D mouse coordinates to 3D space in OpenGL ES

允我心安 提交于 2020-01-02 19:33:30
问题 I want to convert mouse's current X and Y coordinates into the 3D space I have drawn in the viewport. I need to do this on the OpenGL ES platform. I found following possible solutions implemented in OpenGL, but none fits what I am looking for. I found NeHe's tutorial on doing exactly this, but in traditional OpenGL way. It uses gluUnProject. http://nehe.gamedev.net/data/articles/article.asp?article=13 Although gluUnProject is not available in OpenGL ES, its implementation seems simple enough

converting 2D mouse coordinates to 3D space in OpenGL ES

拜拜、爱过 提交于 2020-01-02 19:33:14
问题 I want to convert mouse's current X and Y coordinates into the 3D space I have drawn in the viewport. I need to do this on the OpenGL ES platform. I found following possible solutions implemented in OpenGL, but none fits what I am looking for. I found NeHe's tutorial on doing exactly this, but in traditional OpenGL way. It uses gluUnProject. http://nehe.gamedev.net/data/articles/article.asp?article=13 Although gluUnProject is not available in OpenGL ES, its implementation seems simple enough

Sprite Kit game crashes on Game Over on tvOS 9.1 and iOS 9.2

自作多情 提交于 2020-01-02 16:14:49
问题 I have a Sprite Kit game that is crashing when the game is over. This happening on the tvOS 9.1 and iOS 9.2. Before, I had it running on iOS 9.1 without crashing. It seems to be an OpenGL issue, but when I search the function in Xcode, it doesn't come up with anything. Unfortunately, the error is not consistent in appearing in the console. Here's the error: Jet: draw_indexed: indexType must be 'unsigned_int' or 'unsigned_short' Assertion failed: (indexType == jet_component_type_unsigned_int |

Unity plugin using OpenGL for Project Tango

主宰稳场 提交于 2020-01-02 10:06:38
问题 I am developing an AR app using Unity for Project Tango. One of the things I am trying to accomplish is getting the frame image from the device while using the AR example they provided with the SDK - https://github.com/googlesamples/tango-examples-unity The problem is that they are using the IExperimentalTangoVideoOverlay which doesn't return the frame buffer (The image is converted from YUV to RGB in the shader). I've registered to OnExperimentalTangoImageAvailable event and called an