Tag Info

New answers tagged

1

This isn't a trivial task for someone new to graphics programming, I'm assuming you know how to write fragment shaders and sample textures. To convert the Bayer image to an RGB texture you'll want to point sample the monochrome Bayer image, and do the interpolation in the fragment shader. For each destination pixel, you'll know the value of one channel - ...


1

I found a great resource for comparing what specific APIs are available across different versions of OpenGL/WebGL/OpenGL ES. I think you will find what you are looking for, here: http://web.eecs.umich.edu/~sugih/courses/eecs487/common/notes/APITables.xml


2

If you take a look at your AppDelegate::applicationFinishedLaunching function, it begins with these lines of code: auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLView::create("My Game"); director->setOpenGLView(glview); } You should check for supported compression after those lines ...


1

You could use compressed textures to store your 1bpp image, they can all store 1bpp images without loss as each tiles can have 2 colors (and in-betweens). PVRTC supports a 2bpp format, PVRTC is only supported on PowerVR devices. ETC1 and S3TC (DXT1) are 4bpp which comes back to the same size as 4x4 in RGBA4444 format but you don't need to combine and then ...


1

The reason is due to a bug in the driver (or an overlooked gotcha in the GLSL language?). Your vertex shader uses some of the struct members, your fragment shader uses a different set of the struct members, and the drivers ends up creating 2 different types by independently eliminating the unused uniforms from the struct type in both shaders which cause them ...


0

I made it! That is the code gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glColor4f(1f, 1f, 1f,alpha); alpha -= 0.002f; if(alpha < 0) alpha = 0f;


0

Ok after a lot of tries I made it,Stil I dont know if this is the best way to achieve this, if someone can explain why this is a solution it will be good! I just change the matrix mode to GL_PROJECTION and translate it gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrthof(0f, 8f, 0f, 4f, -1f, 1f); gl.glTranslatef(x, y, 0f); ...



Top 50 recent answers are included