opengl-es

Render 2D floor plan on Android using openGl

大城市里の小女人 提交于 2019-12-11 04:06:23
问题 I am looking to create a floor plan as show in the image below on android. My Question how can this be done in openGL or should I just use the image?, I only looked at openGL and managed to create a square :) on the android screen. Is there any software that I can use to plot the points or how would I go about doing this? 来源: https://stackoverflow.com/questions/27733276/render-2d-floor-plan-on-android-using-opengl

Drawing Textured Cube in Android NDK using opengl-es2 will not draw anything

喜夏-厌秋 提交于 2019-12-11 04:06:15
问题 i am trying to draw a textured cube with non-interleaved/seperate buffers for each positions/texture-coordinates/normal buffers. as i am using opengles-2 i am not using VAO. code runs without errors but output is blank. i tried several variations of matrix multiplications but still without success. all help is greatly appreciated. i have limited drawing to a single initialization and a draw call as i want to debug single iteration of the draw loop. ///////////////////////////////BUFFERS//////

How to implement shadow in OpenglES 1.x (on iPhone)

妖精的绣舞 提交于 2019-12-11 04:04:55
问题 How do implement shadow in my OpenglES 1.x scene? I`ve googled around for hours and couldnt find anything useful. Closed I could find was this tutorial (http://www.paulsprojects.net/tutorials/smt/smt.html) but didnt succeed to port it to OpenglES 1.x .. Can anyone help me with this please? 来源: https://stackoverflow.com/questions/5518866/how-to-implement-shadow-in-opengles-1-x-on-iphone

libgdx/Android: graphics disappearing after the app is destroyed/paused

蓝咒 提交于 2019-12-11 03:57:15
问题 I was doing some tests and I realized that on my Nexus 5, when I hit the back key (or the home) - that is, when there's a change of context - and I go back to my game, the openGL context is lost. There are no textures anymore (they show as black) or skins for the UI (the buttons are white). I thought it was automanaged by libgdx automatically, right? So why is this happening? The way I'm creating the textures is via TextureAtlas , like TextureAtlas atlas; TextureRegion bg; atlas = new

Change colour of vertices after they are uploaded using a VBO

末鹿安然 提交于 2019-12-11 03:45:35
问题 EDIT: Working coded example by Apple found at this link: http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/TechniquesforWorkingwithVertexData/TechniquesforWorkingwithVertexData.html After creating the vertices for a fixed grid of 200 x 200 squares, I render it by sending the vertices to the GPU using a VBO. How can I then update the colour of the vertices? The colour of hundreds of vertices will change frequently - every few frames. I

Create virtual hardware, kernel, qemu for Android Emulator in order to produce OpenGL graphics

别等时光非礼了梦想. 提交于 2019-12-11 03:44:56
问题 I am new to android and wish to play around with the emulator. What I want to do is to create my own piece of virtual hardware that can collect OpenGL commands and produce OpenGL graphics. I have been told that in order to do this I will need to write a linux kernal driver to enable communication with the hardware. Additionally, I will need to write an Android user space library to call the kernal driver. To start with I plan on making a very simple piece of hardware that only does, say 1 or

where to start with an OpenGL painter for the Retina display

孤人 提交于 2019-12-11 03:43:28
问题 I understand that i can't adapt GLPainter example from apple to retina due to a bug mentioned here: Problems displaying full-screen CAEAGLLayer on Retina iPad Any one knows a good starting point to creating an Open-GL basic painter with brushes, that will work on Retina? or - creating an openGL painter without CAEAGLLayer 回答1: I think that the starting point can still be GLPaint , only you need to set to NO hte value of kEAGLDrawablePropertyRetainedBacking and change the way you draw in your

gpus_ReturnGuiltyForHardwareRestart

﹥>﹥吖頭↗ 提交于 2019-12-11 03:29:36
问题 I found more details about the bug. it seems related with the information, gpus_ReturnGuiltyForHardwareRestart. after google it, it seems that there is quite limited information about this bug. Have you ever met this before and know how to solve this? I think it is necessary for me to update what i have found about the crash. It seems that the crashed described above is not related with subview for that after i disabled all the lines for processing the subview, the crash still happens. The

glMapBufferRange() returns all zeros in Android OpenGLES 3.0 using TrasnformFeedback

旧时模样 提交于 2019-12-11 03:29:06
问题 UPDATE: This is working and up on gist now! Thanks Reto I am working on an Android implementation of transform feedback following this example. runs pretty well without any errors, but I am getting all zeros out when reading the TransformFeedback buffer with glMapBufferRange() import android.opengl.GLES30; import android.util.Log; import java.nio.ByteBuffer; import java.nio.FloatBuffer; /** * Created by izzy on 6/24/15. */ public class TransformFeedback { private final String TAG =

Renderbuffers larger than window size - OpenGL

半城伤御伤魂 提交于 2019-12-11 03:27:20
问题 I'm trying to draw to a renderbuffer (512x512) that's larger than the screen size (i.e., 320x480). After doing a glReadPixels, the image looks correct, except once the dimensions of the image exceed that of the screen size- in this example, past 320 horizontal and 480 vertical. What causes this anomaly? Is there something I'm missing? When the window size is >= the size of the renderbuffer, this code works absolutely fine. Example image that was rendered to the buffer & glReadPixel'd: http:/