I need to render quite alot (tens of thousands) images off-screen using OpenGL.
I am running under Windows and using QT as a framework. the solution can be windows only, it doesn't really matter.
From what I've found using Google there are a number of options for doing this
This article which seems rather dated suggest a few ways, out o...
My original question:
I'm creating a simple drawing
application and need to be able to
draw over existing, previously drawn content in my drawRect.
What is the proper way to draw on top of existing content
without entirely replacing it?
Based on answers received here and elsewhere, here is the deal.
You should be prep...
I'm rendering a WPF grid with multiple elements (buttons, textbox, ...) to a bitmap which is then used as a texture for a 3D surface in a Direct3D scene. For user interaction I create a 3D ray from the 2D mouse cursor position into the 3D scene finding the intersection point with the gui surface. So I know where the user has clicked on t...
I'm trying to optimise some graphical routines for an app, and I'd like to know if off-screen animations (eg, [object startAnimating]) or just plain moving of a UIImageView by setting its rect (off-screen), have any processor overhead, or are they somehow ignored when off-screen?
Many thanks for any help.
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