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Type: Posts; User: akhil

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  1. Replies
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    The initialization code has: ...

    The initialization code has:


    glViewport(0,0,800,480);
    glMatrixMode(GL_MODELVIEW);
    glOrthox(0,800,0,480,100,-100);
    glEnable(GL_DEPTH_TEST);

    The vertices of the background quad are:
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    yes Can I specify in my arguements to...

    yes



    Can I specify in my arguements to eglChooseConfig that I want both: pbuffer bit and window bit? How do I know if both are set?



    You mean this?
    EGL_WIDTH, 128,
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    Ok... I got GL_DEPTH_TEST set successfully. I did...

    Ok... I got GL_DEPTH_TEST set successfully. I did this by adding a EGL_DEPTH_SIZE in my argument to eglChooseConfig... I have tried with values 1,2,24.

    Unfortunately there is a side effect.
    ...
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    Depth Testing on MX31

    I am not able to enable depth testing on my MX31 device. The same code, seems to work on windows. Here is my code:


    glEnable(GL_TEXTURE_2D);
    glEnable(GL_DEPTH_TEST);...
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    Sorry for that typo. Problem is I'm not able to...

    Sorry for that typo. Problem is I'm not able to copy paste due to some restrictions, so I got to type in the entire code every time.
    Anyways, wont let it happen again. Forgive me :).

    I used the...
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    even though i try any attrib , i get the same...

    even though i try any attrib , i get the same error.

    code :

    eglDisplay = eglGetDisplay(hDc);
    eglInitialize(egldisplay,NULL,NULL); // eglDisplay = 1577130056

    EGLint...
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    Hmm... whatever I try I seem to be getting an...

    Hmm... whatever I try I seem to be getting an EGL_BAD_MATCH.....

    Here's the updated code:


    eglDisplay(..);
    eglIinitialize(...);
    eglGetConfigs(..);
    eglChooseConfig(...,&eglConfig,..);...
  8. Replies
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    If I were doing a normal texture upload, my...

    If I were doing a normal texture upload, my initialisation was (this is on a windows sample. there is no opengl related code prior to this):


    eglDisplay = eglGetDisplay(hDC);...
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    Just to make sure I am clear as to whats going on...

    Just to make sure I am clear as to whats going on here...

    A pbuffer resides in video memory like a texture, the difference being pbuffer is expected to be dynamic, whereas texture, static.

    So I...
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    Hi, Sorry < was a typo for ,comma. Do we...

    Hi,

    Sorry < was a typo for ,comma.
    Do we need to call eglChooseConfig () beforeeglCreatepBufferSurface() ?

    When i did eglChooseConfig() with the attrib list listed in previous post , i got it...
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    eglCreatePBufferSurface

    Hi , when i try creating a pBuffer Surface i get an error EGL_BAD_CONTEXT.And the PBuffer is NULL always..below is the code :


    int h = 400, w =200;
    EGLint attr[]={
    EGL_WIDTH, w,
    EGL_HEIGHT,h,...
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    Writing to a pbuffer

    I need to create a texture bindable pbuffer. Then bind it and upload the texture data.

    Im sort of stuck.

    Here's how we create the pbuffers(all this code courtesy a reply from Xmas in these...
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    Thanks for clearing that for me. Is there a...

    Thanks for clearing that for me. Is there a particular reason why?


    I have tried to find some info on compressed textures, but havnt been able to understand clearly. In what way are compressed...
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    In ms.. using a tick count i suppose 800x480...

    In ms.. using a tick count i suppose

    800x480


    I understand, but I dont think it should be three times(ogles texture upload(glSub2D+glDrawArrays+eglSwapBuffers)-150ms, memcpy to...
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    Ok, heres what I am trying to do: The...

    Ok, heres what I am trying to do:

    The application
    I am building a UI application for an MX31 device. My application will ALWAYS cover the entire screen. All objects in my application (ie,...
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    A faster texture upload(to screen)

    I'm a newbie, and am having a little trouble understanding the documentation for eglChooseConfig.

    Can any of the below values be tweaked to get a faster texture upload to...
  17. Thanks alot for your help Georg. Really do...

    Thanks alot for your help Georg. Really do appreciate it.

    As far as GLUT is concerned, the functions do seem a easier, but would rather avoid it as I'm running out of space on my device.
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    OpenGL ES internal buffers (MX31)

    OpenGL ES maintains multiple internal color buffers that are ultimately drawn on screen in sequence. Is there any way to access these buffers manually?

    Why do I want to access them? Texture...
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    OpenGL ES Performance on MX31

    Hi,

    On comparing the performance of
    1) drawing a texture quad to a native display (glTexSubImage+glDrawArrays+eglSwapBuffers)

    to

    2) Drawing a pixel buffer directly to the framebuffer...
  20. Thread: Curves

    by akhil
    Replies
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    5,379

    Beziers

    I'm thinknig of an animation similar to the "Beziers" screensaver on winXP. I dont think tesellation would work there. Is there any way, any transformation, that would draw a line as a curve?
  21. Thread: Curves

    by akhil
    Replies
    3
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    5,379

    Curves

    What is the most efficient way to draw curves in opengles? Thanks.
  22. How does glFrustum and glOrtho affect the z axis?

    Hi,

    Before a call to glFrustum, the z axis ranges fom -1 to 1, and is easy to handle.

    However after a glFrustum call( glFrustum(-1,1,-1.2,1.2, 0.5,5) ) all of this changes. Suddenly values like...
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    Call details

    Here is what the code structure looks like:

    InitApp()
    loop forever:
    RenderOGLObjects()
    RenderBkgdScreen()

    Detailed pseudocode:

    InitApp
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    Answer: Use glViewPort!!

    Answer: Use glViewPort!!
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    Yes I am sure.... This is enough to enable it...

    Yes I am sure....

    This is enough to enable it right:
    glEnable(GL_DEPTH_TEST);
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