I found that OpenGL ES 1.1 works both ways. Here is example for a quad:
GLfloat verts[] = {
0, height, // left bottom
width, height, // right bottom
0, 0, // left top
width, 0 // right top
};
Other…
I am a developer in Korea.
I avail weak point very English.
Try to draw the ocean map using OpenGL ES.
Therefore, it is us with a direct manipulation of movement when you touch the screen, zoom in / zoom out function.
To get the movement value to…
I use OpenGL ES 1.1 from native code on Android. In some places, I use glClipPlanef() to clip some things. The code for the clipping is:
GLfloat clip[4] = { 0, -1, 0, 0.2 };
glEnable(GL_CLIP_PLANE0);
glClipPlanef(GL_CLIP_PLANE0, clip);
I'm following the answer from this thread: Binding Multiple Textures to One Mesh in OpenGL ES 1.1
My implementation doesn't seem to be working and I don't know why.
Here are the facts of my code:
textureArray is an NSMutableArray populated by…
Code flow is as follows:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
renderScene();
renderTexturedQuadForBackground();
presentRenderbuffer();
Is there any way for me to get that textured quad rendering code to show behind the scene in spite…
Ok so I searched a lot for this answer and came up empty handed .. so I will try to be more specific :
let's say that I have a Samsung Galaxy S3 , I already know that my phone supports version 2.0 , but if I make an app or a game with version 1.x…
I have a 3D app that currently uses OpenGL ES 1.1, most meshes are hardwired in the app and are static (they don't move), so depth test allows to draw the transparent geometri efficiently, using the hardwired sorting.
Now I want to load the world…
I'm having trouble converting pixel coordinates from the mouse to a 3D frustum. I'm using code similar to glProject() on OGL ES 1.1 . I have tried using glUnProject() but I couldn't get the vector to work and I know there is an easier way to do…
I am developing a custom map for navigation systems on blackberry 10 OS. So far I have setup cascade to work with OpenGL ES 1.1. At the Moment, I can draw a couple of tiles in a loop as shown below.
void MapView::render() {
//Typical render…
I tried to make snap to edge and snap to middle effect of line like Auto cad.
I used OPENGL ES 2.0 Android Technology to draw this line.
I successfully make effect for snap to edge. But, when I touch (Action Down - Touch Event)
the corner of line,…
My target is to draw a polyline from a set of vertex. To do so I did some coding below. But the problem is I draw the polyline correctly but I can't assing color into it. I used an array to set my color for each vertex and then draw it using…
I'm creating Live Wallpaper with AndEngine GLES1 and when my lwp started sometimes I get an error: java.lang.IndexOutOfBoundsException: Invalid index 4 size is 4.
I know, that sprites should be attached and detached in runOnUpdateThread, but how to…
I am working on an image processing application on In OpenGL ES 1.1 I need to find number of pixels less than some value (lets say < 0.4 ) and find the mean.
The method I thought of is,
Load the texture to GPU, create a FBO of the same size
if…
I am trying to draw a square with VBO in my native blackberry 10 application. My implementation is,
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
…
I am working on a project that is in GLES 1.1. It has to be GLES 1.1.
But it has to do some premultiplication i.e. get every pixel, and change it from rgba = r*a,b*a,g*a,a. And then later reverse it.
If i had access to shaders it would be no…