Hot answers tagged rendering
This is a very hard question to answer since there are many things which come into account when you have to deal with these things. What I usually do, is that I set up an array for all my enemies. Each enemy is basically an object with values such as their coordinates, direction, sprites etc., and what's most important, a draw() and an update() function. ...
http://chat.stackexchange.com/transcript/message/30419781#30419781 Bind more than one render target. Output two different colors from the fragment shader. You will of course need a second draw call to draw a fullscreen quad containing the render target you want to show. You can also branch every fragment on a uniform if you really want. Fairly ...
Your best bet is to make a class that replicates Javas Graphics class in LWJGL. For textures you can write your own LWJGL wrapper or use Slick 2D
Try changing the image using setDrawable() method: loading.setDrawable(new TextureRegionDrawable(new TextureRegion(new Texture("90.png")));
Start graphics debugging (ALT+F5) your program with visual studio directX graphics diagnostic and capture a frame, then double click on the thumbnail of frame and view your event list and your pipeline. It will help you to find out whats really happening down there. May be you forgot to set and clear your render target view before drawing vertices. read ...
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