I'm trying to get started with OpenGL ES 1.1 on the raspberry.
As X is not accelerated on the raspberry I thought this could be a good (and fast) alternative.
Now what I'm trying to do is mostly UI stuff like menus and so on, nothing like crazy 3D…
Is it way to colorize or set alpha at precolored mesh in opengl 1.1 with libgdx?
private Mesh mesh;
private Camera camera;
@Override
public void create() {
if (mesh == null) {
mesh = new Mesh(true, 3, 1,
…
I'm new to Android NDK and Native Activity, I liked to create a triangle in the middle of the screen but no matter how I tried I wouldn't show up!
Here is my initialize method:
void Engine::initialize() {
LOGI("Engine::initialize fired!");
…
I'm trying to use NPOT-sized PNG images as textures in OpenGL ES 1.1 (so no GL_arb_texture_rectangle) using libpng 1.5. With SDL, I could just blit the NPOT image onto a NPOT texture, but I can't figure out how to do something similar with…
I'm trying to port a game that uses SDL 1.2 and OpenGL 1.3 to Android and eventually iOS.
For that I had to switch to SDL 1.3, the unreleased next version that's going to become SDL 2.0, which has been ported to Android. Initial results were good,…
I'm making mods for minecraft and I'm adding night vision but is there a way I can change the render of each model using filters?
GL11.glDisable(GL11.GL_TEXTURE_2D);
Tessellator var7 = Tessellator.instance;
GL11.glColor4f(1.0F, 1.0F, 1.0F,…
I'm getting a very weird error ever since I have "ported" the spritebatch code from Nokia's site. It runs well as a desktop applcation emulated by POWERVR. But on Android I only get a blank screen (in fact its black.) This happens if I just try to…
I am trying to display two OpenGL surface views on the Samsung Vibrant/Galaxy S at once using OpenGL 1.1. The device refuses to display both at once but doesn't throw any errors. On all other devices I have tested this has worked.
Is this possibly…
I am rendering my scene as the code below
struct vertex
{
float x, y, z, nx, ny, nz;
};
bool CShell::UpdateScene()
{
glEnable(GL_DEPTH_TEST);
glClearColor(0.3f, 0.3f, 0.4f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT |…
I'm working on a 2D game which uses native code to draw into a single OpenGL 2D texture. The texture is then drawn on the screen unchanged. The code works fine except when the display is rotated. The game continues to play correctly, but the texture…
I'm using OpenGL ES 1.1 and CADisplayLink to animate a 3d scene. If the iOS device has been rebooted fairly recently, the animation is smooth and the time delta between two displayLink.timestamp calls is fairly even. But after a few hours or days of…
I'm building an ios drawing app and am having a hard time how to draw paint textures on the screen at different points. Most tutorials online refer to rendering a single texture of a certain size on screen.
However, what I'm looking for is to…
As many others I've been in a crazy search for a good OpenGL ES 2.0 tutorial. But I seem to have tasted any available but I'm still not confident. I know that 1.1 has a fixed pipeline whereas 2.0 leaves everything upon the programmer's taste. So I…
I am making a space shooting game for Android and I am experiencing some problems with the collision detection between enemy and player ship(// Detect enemy collision with player). I 'ld appreciate if anyone can help me with the best way to approach…
I am using glScale() to zoom out whole game scene. But at some scales I get a gap between textures:
How can I avoid this gap?
I have already tried to put upper texture little lower. But then I get a darker line between textures (because my textures…