Search:

Type: Posts; User: kusma

Search: Search took 0.00 seconds.

  1. Re: Difference between MBX and SGX versions of PowerVR

    The SGX is a new graphics core from Imagination Technologies, the same people that made the MBX. They are probably based on the same technology, but the SGX has a richer feature set. The SGX supports...
  2. Replies
    4
    Views
    4,345

    Re: Opengl es linkier error

    glut|es is a glut-implementation, not an OpenGL ES implementation.
  3. Replies
    10
    Views
    8,456

    Re: Applying texture to a triangle mesh

    If you're not using a buffer object for the texcoords (which is indicated by the fact that you pass a pointer (texCoords) as the last parameter to glTexCoordPointer, you need to unbind the current...
  4. Re: OpenGL ES 2.0 does not support all APIs of 1.1?

    Yes, that is true. The matrix stack has been removed. You need to implement your own matrix routines for OpenGL ES 2.
  5. Re: OpenGL ES 2.0 does not support all APIs of 1.1?

    OpenGL ES 2.0 is NOT backwards compatible with OpenGL ES 1.1. The entire fixed-function pipeline has been replaced with a programmable pipeline. This means that you can not run 1.1 code unmodified -...
  6. Replies
    7
    Views
    13,776

    Re: How can I use glDrawTexOES()

    I can at least tell that you're texturing with an incomplete texture. The default min-filter for a texture object requires mipmaps, and you only upload the base-level. This means that the texturing...
  7. Replies
    10
    Views
    7,211

    Re: Different paletted texture formats

    RGB isn't represented in a texel in paletted textures. Instead, you reference a color from a palette. So, for PALETTE4_RGB8_OES you have an array of 16 RGB8 colors (24bit packed), and a bitmap of...
  8. Replies
    10
    Views
    7,211

    Re: Different paletted texture formats

    I'd reccomend libraries like FreeImage that contains color quantizing functions for generating paletted images.
  9. Replies
    10
    Views
    7,211

    Re: Different paletted texture formats

    RGB8 / RGBA8 / R5_G6_B5 etc is the format of the palette data, yes. PALETTE4 and PALETTE8 means the color-indices (or the bitmap) are 4 or 8 bits respectively (= 16 or 256 colors).
  10. Replies
    10
    Views
    8,456

    Re: Applying texture to a triangle mesh

    No wonder it's crashing if you swap the two blocks around, you're feeding a NULL-pointer as texture coordinates. Because there's no buffer object bound yet, the pointer-parameter to glTexCoordPointer...
  11. Re: OpenGL ES with GDI problem. (eglMakeCurrent - bug?)

    I think you need to use the eglWait-primitives (eglWaitClient and eglWaitNative) to synchronize drawing with different APIs (GDI counts as native drawing - eglWaitNative). I don't think the effects...
  12. Replies
    10
    Views
    8,456

    Re: Applying texture to a triangle mesh

    No, you do not need a cube map to texture a normal object. Cube maps are intended for things like environment mapping (ie "reflections").

    The crash sounds like a bug in your application - care to...
  13. Re: Byte co-ordinates for specifying vertices and textures

    Yeah, sorry for missing the texture coordinate point. Xmas is absolutely right, the texture coordinates must be scaled with the texture matrix.
  14. Replies
    2
    Views
    3,473

    Re: Texture combiners

    Not directly, but if you have at least 3 texture stages available, I guess you could feed in <1,0,0> in as the constant color and dot t1 with that.
  15. Replies
    3
    Views
    6,822

    Re: eglCreateWindowSurface

    I don't think there's any way of making a windowed surface for a sub-section of a window in Windows Mobile. Perhaps you can make a child-window, and make your egl-surface from that? I guess that...
  16. Re: Byte co-ordinates for specifying vertices and textures

    No, byte coordinates correspond to the integer part of the coordinate. This means, as you seem to have understood, that if just passed through the pipeline, everything will be way too big. So, you...
  17. Replies
    4
    Views
    6,275

    Re: Problem using Ericsson compression texture

    Either use "+13" instead of "+52" or "((GLubyte*)etc_texture) + 13". Because etc_texture is an GLuint-array "etc_texture + 52" will return a pointer 208 (52*sizeof(etc_texture[0])) bytes past...
  18. Replies
    5
    Views
    5,744

    Re: Need emulation library for windows

    There are a few OpenGL ES 2.0 emulation libraries, none of which are open source AFAIK.
  19. Replies
    5
    Views
    8,075

    Re: Help on compiling gles-1.0c on Linux

    I get the same error, so it's not just your setup.

    Anyway, the issue seems to be the way indices is updated, where the cast seems to prevent indices from being an l-value (which makes sense to...
  20. Thread: Texture load

    by kusma
    Replies
    2
    Views
    4,238

    Re: Texture load

    There isn't any built-in file-format loaders in OpenGL ES, if that's what you're asking. You must implement loaders for the file-formats you wish to support yourself, and pass the images to...
  21. Replies
    1
    Views
    3,730

    Re: mapping of Vertex Buffer Objects

    Use glBufferSubData() to update the buffer objects.
  22. Replies
    3
    Views
    8,953

    Re: Companies offering OpenGL ES software renderer

    HuOne makes AlexGL, and DrawElements also offers software OpenGL ES implementations. There's also the Open Source project Vincent Mobile 3D Rendering Library. There might be more, but I can't think...
  23. Replies
    1
    Views
    3,387

    Re: Base question about indexed VBO arrays

    You can't have an index per attribute, only per complete vertex (all vertex attributes), so in these cases you duplicate the vertex position.
  24. Re: Aliasing problem drawing primitives on iPhone OS 2.x

    What's a "polyline"? If it's a line, keep in mind that line smooth calculates coverage and outputs it to the alpha-channel of each pixel. So you need to apply blending for linesmooth to work...
  25. Re: Aliasing problem drawing primitives on iPhone OS 2.x

    GL_LINE_SMOOTH and GL_POINT_SMOOTH only applies to points and lines. To get anti-aliasing on polygons, you need to use multisampling. This is done by selecting a multisapled EGL-config, and enabling...
Results 1 to 25 of 25