Help with basic lighting shader in opengles158 (8/15/2012 7:54:13 AM) Hi everybody.
I'm learning lighting in opengles, and I'm posting here because I want to be
sure that I pass to the shader the correct uniform matrices and other
So far I've got in my C++ cod... writeme7597(2)
made in the shade?088 (8/14/2012 6:12:40 PM) Is there a place you can go to get some really good OpenGL shaders?
I think there's a lot of potential there, but it's hard to invent your own shader.
non-power of two textures20111 (7/29/2012 7:23:56 PM) Would I be a jerk if I required all my game users to support non-power of two textures?
How do you tell easily if this feature is supported?
Complicated hit buffer question170 (7/21/2012 6:52:12 PM) Hello,
I have an iphone app which uses OpenGL ES 1.x. I detect hits on objects
by drawing vertex buffer objects into an offscreen hit buffer, where each
object's color is a different number. Then I rea... bint1668(31)
White texture on Galaxy Tab 10.12113 (7/21/2012 3:25:49 PM) Hi all,
I wrote an application that use a texture to draw a rectangle.
This apps works well on every device I tested xoom, tab, but on tab2 it renders
white rectangle without any texture.
Have you got a... sblantipodi(2)
side fx286 (7/15/2012 2:05:41 PM) Am I the only one who wants to do something like this in OpenGL?
It seems like so many issues are ca... bob3904(233)
gluPerspective and glOrtho6144 (7/8/2012 10:46:08 AM) Is it common practice to alternate between gluPerspective and glOrtho when switching from drawing 3d stuff to drawing the text on top of it?
Real time plotting7107 (7/11/2012 5:00:50 AM) Hi, I am new to glut. I have a lego nxt mindstorms robot which sends its x & y position coordinates in real time to a laptop. I want to create a GUI which shows the motion of the robot. Now, I have already been... anchit(2)
red screen of death?391 (7/9/2012 2:55:14 AM) Can someone tell me if there is an obvious reason this doesn't draw anything?
gluOrtho2D(-1, 1, -1, 1);
glClearColor(1, 0, 0, 1 );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );