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Type: Posts; User: brennanrusnell

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    Re: Black Artifacts

    Quick update -- I changed my shader to output the tex coordinates as the R & G channels in my fragment shader. I just set B & A to 0 and 1, respectively. Everything renders correctly (i.e. no...
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    Re: Black Artifacts

    Thanks for the tip. I tried every permutation:

    GL_CW & GL_BACK
    GL_CW & GL_FRONT
    GL_CCW & GL_BACK
    GL_CCW & GL_FRONT

    And even disabled culling altogether. Unfortunately, the artifacts still...
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    Black Artifacts

    Hi,

    I have an OpenGL ES 2 code base that runs on iOS, Android, and on PC via the PowerVR emulation libraries.

    When I run this code on an LG Optimus G LGE971, I see black artifacts on my model:...
  4. Calling eglSwapInterval on Kindle Fire

    Hi,

    I have an OpenGL program running on a few Android devices, without any issues. However, when I run my app on a Kindle Fire, my call to eglSwapInterval() returns EGL_BAD_PARAMETER.

    My call...
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    Re: Enumerating Display Settings in EGL

    Thank you for clarifying this. This helps a lot :)
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    Enumerating Display Settings in EGL

    Hi,

    I am trying to replicate a D3D9 call (EnumAdapterModes) in EGL. I am using eglChooseConfig() to filter through the available modes, but the resulting configurations (EGLConfigs) do not...
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