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Type: Posts; User: maximus-dev

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  1. Re: Using the OES Matrix Palette extension with DrawElements

    Perfect, that is exactly what I was thinking, thanks so much for clarifying.

    If I may throw another question out there... I'm struggling quite a bit with how to use this setup properly.

    If I...
  2. Using the OES Matrix Palette extension with DrawElements

    I have a question on using a Matrix Palette when currently implementing DrawElements for drawing.

    When using DrawArrays (as with the examples I've seen) I understand that the MatrixIndex Array...
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    DOT3 Lighting with Multi-Textures

    Hello everyone,

    I'm researching the idea of trying to use a bump/normal map. I didn't believe it was possible originally, but it appears that it could work.

    What I understand so far, is that a...
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    Fixed point, under the hood...

    Hey everyone,

    I'm hoping someone might know... how does OpenGL ES handle the 16.16 fixed point multiplication that is being done under the hood during calls to functions like glRotatex? Overflow...
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    Re: Normals and Normalization

    Unfortunately, there's no hardware yet. Right now I'm just running tests on an android emulator. The bottom line, I guess, is that I've already got the code in to correct the normals and it's all...
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    Re: Normals and Normalization

    A mod should really expand the time you're allowed to edit posts...

    I tried to remove the paragraph where I mention I'm not using glNormal because it wasn't very clear. I'm using glNormalPointer...
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    Normals and Normalization

    I've currently setup a method to look at two objects to see if they share any vertices (like two wall segments touching) and if so, take the normals at those vertices and add them together to smooth...
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    Re: Not all faces being rendered?

    What method are you using to convert your data from 3ds to an array OpenGL ES can use with a VertexPointer? Oh nevermind, I see the function. I'm not familiar with Model3dsLoader...

    Have you tried...
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    BindTexture vs. ActiveTexture

    I'm a bit fuzzy on the usage of these. I understand that when setting up textures, you generate them, then bind to one and set parameters and load in graphic data.

    When in the main rendering loop,...
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    Re: Size of data in glCompressedTexImage2D

    Thanks for the data size answer.

    I absolutely should have included that, sorry about that. I'm working with Android, currently only on the SDK Emulator. All OpenGL ES commands are being launched...
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    Re: Size of data in glCompressedTexImage2D

    Sorry to double post... couldn't edit my post.

    Noticed another odd behavior... when switching to a compressed image, the entire texture seems to be rotated 180 degrees. At first I thought it was...
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    Size of data in glCompressedTexImage2D

    Is the imageSize parameter the size of the image data with or without the palette?

    I.E. I have a 512KB palette and 128*128 bytes of pixels for a total of 16896 bytes. Should I be passing that or...
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    Re: Does glTexImage2D copy the texture data?

    Thanks for the quick and easy answer. Glad I checked... would hate to be sitting on two copies of the gfx in memory for no reason.

    Take care,
    Jeremiah
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    Does glTexImage2D copy the texture data?

    Sorry if this is a bit of an odd question, but I've not worked with Textures much so I need to double check.

    When calling glTexImage2D and providing a pointer to the pixel data, is the data from...
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    Re: GL ES texture ushort16 support?

    From the manual, these appear to be only supported texture formats:

    GL_ALPHA,
    GL_RGB,
    GL_RGBA,
    GL_LUMINANCE, and...
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    Re: Model animation, OpenGL ES on Android

    Really a shame I can't edit... I feel like it's such bad etiquette to double post... anyway...

    I'd should say that I've also considered storing several different vertex/index lists in memory......
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    Model animation, OpenGL ES on Android

    Hello again,

    So far, things are going well with a project that I'm working on for Android. I'm soon to run into the need to do some animations of a character model. I've done "robotic" type...
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    Re: Understanding glDrawElements()

    Ahhh, now that helps tremendously. Ultimately, the models I'm working with should end up smooth so I can see how a single point will easily have the same position, normal and texture coordinates....
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    Re: Understanding glDrawElements()

    Very sorry for the double post... but the board isn't allowing me to edit.

    I'd like to add one more question, as I'm going to try out a glDrawArray() implementation first.

    glNormalPointer()...
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    Re: Understanding glDrawElements()

    Thanks for the quick reply, this does help me out. Treating the vertex as a set of all of it's components makes sense.

    I'm working on converting a model from Blender -> obj -> binary data (using a...
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    Understanding glDrawElements()

    Hello everyone!

    I should clarify... I understand the concept going on with the function. You save memory by storing vertices one time and reuse them by referencing them by index with an index...
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