I've downloaded a free application from App Store (very nice application for instance) called ReadTheQRCode and it dont asks you to take the picture to decode the QRCode, my point is, is the application using the framebuffer of the camera on iPhone 3G or it is taking several pictures at a given time, ommiting the iris animation, the edit...
I want to use glClear and glClearColor to fill a frame buffer with a colour including alpha transparency. However the framebuffer always renders as opaque when binded to a texture which is rendered to the screen.
I want everything which is rendered to the framebuffer to kept their transparency. I just want to change the background.
See...
I'm developing a cute puzzle app - http://gotoandplay.freeblog.hu/categories/compactTangram/ - , and for performance reasons I decided to render the view with OpenGL. I started to learning it, I'm ok with buffers, vertices, textures in a really basic way.
The situation:
In the game user manipulates 7 puzzlePiece, each has 5 sublayers to...
I want to merge 5 "sublayers" to one single texture (you know, somethin' like Flatten Image in Photoshop) in OpenGL ES 1.x iPhone. I'm new to OpenGL, and just haven't find the answer yet.
...
Apparently frame buffers are fast and the best way to render offscreen to textures or to simply pre-create things.
My game however is not liking them at all. In the current code frame buffers are used often, sometimes each frame, several times. When used the game begins to slow down but not instantly. It seems to take time (Perhaps a bu...
Hello,
I am rendering to a texture through a framebuffer object, and when I draw transparent primitives, the primitives are blended properly with other primitives drawn in that single draw step, but they are not blended properly with the previous contents of the framebuffer.
Is there a way to properly blend the contents of the texture w...
I'm trying to get a fullscreen 8 bit depth framebuffer but I can't find any visual to work with. I want 8 bit truecolor, where 3 bits are red, 3 bits are green and 2 bits are blue. I'm using XF86 to go fullscreen.
// pass
int found = XMatchVisualInfo(l_display, l_screen, 24, TrueColor, &visual);
// all of these fail
found = XMatchVisu...
I'm porting an iPhone app to Android, and I need to use OpenGL framebuffers. I have a Nexus One, and a call to glGet(GL_EXTENSIONS) shows that the Nexus One supports the same framebuffer extension as the iPhone. However, I can't seem to call functions related to the OpenGL extension in my GLSurfaceView. When I call a simple framebuffer g...
Hi there,
I'm working on an iPhone app that lets the user draw using GL. I used the GLPaint sample code project as a firm foundation, but now I want to add the ability for the user to load one of their previous drawings and continue working on it.
I know how to get the framebuffer contents and save it as a UIImage. Is there a way for m...
Hi,
Can you please tell me how can I setup my ubuntu environment with a framebuffer?
And then how can I run my gtk program with it?
I am using gnome as my window manager in my ubuntu environment. So if I run my gtk linux program with it, do I expect to see anything on screen?
Thank you for any help/pointers.
...
I have this code:
def setup_framebuffer(surface):
#Create texture if not done already
if surface.texture is None:
create_texture(surface)
#Render child to parent
if surface.frame_buffer is None:
surface.frame_buffer = glGenFramebuffersEXT(1)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, surface.frame_buffer)
glFramebufferTexture2DEX...
This question repeats my earlier one but my earlier one was a failure because I didn't copy some vital information correctly, so I have to redo it.
I'm getting an error with a call to an OpenGL function. Maybe pyglet isn't initialising OpenGL correctly? The error happens with a simple function that worked before:
def setup_framebuffer...
Is there any documentation on how to write software that uses the framebuffer device in Linux? I've seen a couple simple examples that basically say: "open it, mmap it, write pixels to mapped area." But no comprehensive documentation on how to use the different IOCTLS for it anything. I've seen references to "panning" and other capabi...
I took advice from an answer to another question I asked which led to me using a DPI of 72 to match points to pixels for the text in my game.
The problem is that pyglet is rendering text far too big or far too small. Perhaps it depends on the framebuffer size? I haven't got a clue. Here's my code for rendering fonts:
class Font():
...
Hi All,
I'm trying to perform hidden line removal using polygon offset fill. The code works perfectly if I render directly to the window buffer but fails to draw the lines when passed through a FBO as shown below
The code I use to draw the objects
void drawCubes (GLboolean removeHiddenLines)
{
glLineWidth(2.0);
glPushMatrix()...
I've been struggling with this for a while now, and this code crashes with, to me, unknown reasons. I'm creating an FBO, binding a texture, and then the very first glDrawArrays() crashes with a "EXC_BAD_ACCESS" on my iPhone Simulator.
Here's the code I use to create the FBO (and bind texture and...)
glGenFramebuffers(1, &lastFrameBuffe...
Okay, so I am trying to render a scene to a small 32x32 texture and ran into problems. I get an "invalid framebuffer operation" error when I try to actually draw anything to the texture. I have simplified the code below so that it simply tries to render a quad to a texture and then bind that quad as a texture for another quad that is ren...
I was wondering was the best way to invert the color pixels in the frame buffer is. I know it's possible to do with glReadPixels() and glDrawPixels() but the performance hit of those calls is pretty big.
Basically, what I'm trying to do is have an inverted color cross-hair which is always visible no matter what's behind it. For instance...
I have a problem with rendering to texture and offscreen framebuffer with OpenGL ES on iPhone.
First image shows mahjong tiles rendered to CAEAGLLayer directly and this is correct. Second one shows tiles rendered to offscreen framebuffer, copied to texture using glCopyTexImage2D and the texture rendered to CAEAGLLayer. Both use white ...
I am trying to run an application that uses framebuffer on 2.6.31-14-generic #48-Ubuntu.
All need to do is to install a framebuffer device to get rid of the following error.
/dev/fb/0: No such file or directory
framebuffer not available.
FATAL: no framebuffer available
I googled through and found some resources indicating to do that...