textures

2D Diamond (isometric) map editor - Textures extended infinitely?

£可爱£侵袭症+ 提交于 2019-11-26 14:47:51
问题 I'm currently developing a 2D isometric map editor. I display entity(cube, player) which contains points and textures. Each cubes are composed by 12 points.(12 points, but handled as 3 sides of 4 points when displayed by sfml(sf::VertexArray). (I know I include some '.cpp' times to times, I have a problem with my IDE(visual studio) which I'm trying to resolve, please do not care about it.) main.cpp #pragma once #include "globalfunctions.h" //global functions + main headers + class headers int

Transparent textures behaviour in WebGL

孤街浪徒 提交于 2019-11-26 13:56:07
问题 Environment: WebGL, Chrome. I have the following behavior when using transparent png's as textures for models: Image A - the tree hides the building behind it and I see the world box texture. It also hides itself (back branches are not visible) At the same time - Image B - works properly, the window is transparent and I see what's behind A: B: Both screenshots were made on same the scene at the same time from different camera positions. Textures are produced by the same algorithm. I can't

Bitmap too large to be uploaded into a texture

余生颓废 提交于 2019-11-26 12:29:34
问题 I\'ve in drawable directory an image file with the 960x1440 size. When the app start, the image is not loaded as background and in the logcat I see: Bitmap too large to be uploaded into a texture (2880x4320, max=4096x4096) Why it says 2880x4320 if the image is 960x1440 ? The bitmap is loaded via xml: <RelativeLayout xmlns:android=\"http://schemas.android.com/apk/res/android\" xmlns:tools=\"http://schemas.android.com/tools\" android:layout_centerHorizontal=\"true\" android:layout

Limitation on texture size? Android Open GL ES 2.0

和自甴很熟 提交于 2019-11-26 12:29:14
问题 I would like to know if there is any kind of limitation on the texture size that can be used in any Android Opengl Es 2.0 projects. I understand that having a huge texture of size 4096x4096 is a bit meaning less as it is rendered on a small screen. But What if the requirement is to switch between many textures at run time? And If I want to have a texture atlas to do a quick single upload instead of multiple smaller texture upload. Please let me know your ideas in this regards. Also I am sure

OpenGL 2 Texture Internal Formats GL_RGB8I, GL_RGB32UI, etc

左心房为你撑大大i 提交于 2019-11-26 11:31:34
问题 I\'m rewriting a large part of my texturing code. I would like to be able to specify certain internal formats: GL_RGB8I, GL_RGB8UI, GL_RGB16I, GL_RGB16UI, GL_RGB32I, and GL_RGB32UI. These tokens do not exist in OpenGL 2. When specifying these internal formats as arguments to glTexImage2D, the texturing fails (the texture appears as white). When checking for errors, I get [EDIT:] 1282 (\"invalid operation\"). I take this to mean that the OpenGL is still using OpenGL 2 for glTexImage2D, and so

iOS4: how do I use video file as an OpenGL texture?

我的梦境 提交于 2019-11-26 10:19:07
问题 I\'m trying to display the contents of a video file (let\'s just say without the audio for now) onto a UV mapped 3D object in OpenGL. I\'ve done a fair bit in OpenGL but have no idea where to begin in video file handling, and most of the examples out there seems to be for getting video frames from cameras, which is not what I\'m after. At the moment I feel if I can get individual frames of the video as CGImageRef I\'d be set, so I\'m wondering how to do this? Perhaps there are even be better

Android OpenGL Texture Compression

烂漫一生 提交于 2019-11-26 07:55:07
问题 I need some help finding information (or an example) of how to use texture compression for Android. I have a lot of PNG\'s right now and I need to reduce the amount of memory they take up. I was looking at PVR compression but I can\'t figure out how to use this within OpenGL. Could some point me in the right direction or offer some examples as I cannot find anything. 回答1: There are mainly four texture compression types supported on Android: ETC1 (Ericsson texture compression) . This format is