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  1. Replies
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    Re: OES/EXT/ARB_framebuffer_object

    Thank you very much for the reply.

    Can i have a common API sequence in the application irrespective of the extension supported by the client API?

    Is their any behaviour difference between...
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    OES/EXT/ARB_framebuffer_object

    What are the differences between OES/EXT/ARB_framebuffer_object extensions. Can all of these extensions be used with OpenGLES 1.1 or OpenGLES2.0 applications? Or are there any guidlines w.r.t what...
  3. Thread: EGL attribute

    by Newbie
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    1,931

    EGL attribute

    I do not know if this is the right place for egl queries...

    Even though a given configuration is non-conformant, the application renders successfully.

    What does the "EGL_CONFORMANT" attribute...
  4. Thread: OpenGL + OpenVG

    by Newbie
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    12,941

    Re: OpenGL + OpenVG

    I just swapped 4 and 5 code, this leads to crash while creating the shared context. So i doubt if i can really share a context across client APIs !

    Also calling eglmakecurrent with egl_no_surface...
  5. Thread: OpenGL + OpenVG

    by Newbie
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    12,941

    Re: OpenGL + OpenVG

    Below is my sequence of code.

    1. create ovg context
    2. make ovg context current to the thread
    3. create ovg image object, load with image data and bind ovg image to pbuffer using...
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    API usage doubts

    What does "generic vertex attribute" mean in the context of the function "glVertexAttrib4*"?

    What does "local parameter" mean in the context of the function "glProgramLocalParameter*"?

    What...
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    Re: matrix palettes for vertex skinning

    Thank you very much for clearing my doubt.

    I followed your suggestion, but now my code crashes after eglSwap.

    Below is all the code i have written. Please help

    GLfloat pWeights[] = {0.0,...
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    Re: matrix palettes for vertex skinning

    Thank you very much for your reply.

    But i am still struggling with the below API:

    glMatrixIndexPointerOES (2, GL_UNSIGNED_BYTE, 0, pMatrices)

    I read the man pages but still not clear with...
  9. Thread: Vertex program

    by Newbie
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    2,127

    Vertex program

    I want to test IMG Vertex program.

    My doubt is what part of the application is made as a vertex program?

    For E.g. I render a cube and apply transformation. Can i use vertex program to improve...
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    Problem with FBOs !

    In the below code i use vertex arrays to draw some objects to the texture through FBO, then i use VBO's to draw a cube and apply the texture to the cube.

    But while i execute the below code, i do...
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    matrix palettes for vertex skinning

    I am trying to use matrix palettes for vertex skinning

    I have two cuboids adjacent to each other. One of the cuboid is rotated, which results in a gap between the cuboids (like bending an arm).
    ...
  12. Thread: Query matrix

    by Newbie
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    Re: Query matrix

    Thank you very much for the reply

    But still i am confused..

    GLfixed matrix[16] = {
    0.1, 0.2, 0.3, 0.4,
    0.5, 0.6, 0.7, 0.8,
    0.9, 0.1, 0.2, 0.3,
    0.4, 0.5, 0.6, 0.7,
    ...
  13. Thread: Query matrix

    by Newbie
    Replies
    3
    Views
    3,317

    Query matrix

    I am trying to validate "glQueryMatrix" API.

    To validate, I initially load a identity matrix to modelview matrix and then multiply with a arbitrary 4 * 4 matrix "m".

    Then i get the mantissa...
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    Re: Stencil buffer usage

    I could solve the problem !!

    I was viewing from a wrong angle so i could not see the reflected image.

    Thank you.
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    Stencil buffer usage

    I am trying to learn the usage of stencil buffer. I try to create reflection of an object on a floor.
    But while i introduce the blue block the reflected object is not rendered.

    With no blue...
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    Re: Applying texture to a triangle mesh

    Thank you very much for the reply.

    I used the interleaving technique suggested by you, and i was successful in getting the faces right, even though the textures are not still fitting right. I...
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    Re: Applying texture to a triangle mesh

    Thank you very much for the reply.

    I modified my code to have 8 texture coordinates, since the cube has 8 vertex coordinates. The vertices are shared. The indices range from 0 to 7. But still the...
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    Re: Applying texture to a triangle mesh

    I still dont get the textures on all the faces of a cube.

    Please find below my code, if i dont use texCoords then the texture is rendered only on the front face and gets distorted on other faces...
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    Re: Perspectives and glFrustum in Opengles

    The below code execept the blue block displays two textured planes, which appear overlapping, even though they are separated along the z-axis.

    In order to give the planes a perspective look, i...
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    Re: Different paletted texture formats

    Thank you very much.

    I could display all the palette textures at mip map level 0, by using the equation and hand made array.

    But I was not successful for other miplevels, with the same...
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    Re: Different paletted texture formats

    To experiment,

    i have created a packed "unsigned char" array of random numbers to represent PALETTE4_RGB8_0ES format. The array is of size (128 * 128).

    For the API:...
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    Re: Different paletted texture formats

    OK, Now i understand the meaning. Thank you.

    I would check the "FreeImage" suggested by you.
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    Re: How can I use glDrawTexOES()

    I followed the above discussion, but i still see a blank screen.
    Am i missing something in the below code?

    extern const UB tex_image[256][256 * 4]; //RGBA
    int cropRect[4] = { 0, 0, 256, 256 };...
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    Re: Different paletted texture formats

    I would reframe my doubt as below:
    For Eg: PALETTE4_RGB8_OES : If each texel in this format is 4 bits, How is R,G,B each of 8 bits represented in each texel.
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    Re: Different paletted texture formats

    I googled for any tool to generate the palettized texture, but unfortunately not successful.

    So i plan to create the sample data by hand. But my next question is how to decide on the size of each...
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