textures

Text textures with Custom Fonts OpenGL ES

Dear All Having little experience in Opengl es (or opengl) I was hoping somebody could help me out with this. I'm creating an opengl es application and I would like to be able to dynamically create the text of my buttons etc. The 2 obvious reasons for that are: -to be modular (changing the text quickly without using photoshop) -to ...

Which iPhone OpenGL statistics are accurate on 1g devices?

I'm loading a lot of textures as part of my app. I load them on a "load-thread" and use them on my main thread using another GL context and the 'shareContext' mechanism. I'm using the OpenGL ES instrument to see what's going on and it is reporting that over 2x the number of textures I've actually allocated are resident. In other words...

iOS 4.1 OpenGL ES 1.1 not drawing Texture

For some reason my texture are not drawing, even though my code looks exactly the same as an old project that did. So far, the vertexes and TexCoords look fine, as I am having white squares being drawn, where the texture should be drawn instead. The process so far goes, I load up a Contoller and in loadView, I glEnable(GL_TEXTURE_2D); ...

How to manage textures

Hello, I'm writing a simple 3D engine based on OpenGL (I know there are plenty of them out there but for some reasons I want to learn how to do this myself). I am pretty happy with my current approach of a scene graph and stuff like that but I'm very unhappy with texture handling. So I wonder how to do this properly. When I look at exa...

How are UV coordinates measured?

I've got a 3D modeling program exporting a UV mapped 3D model. However the UV coordinates seem to be invalid or using a system I don't understand. I need help in understanding how UV coordinates map to the pixels of the bitmap (X, Y) I've got a couple of textures in the range of 150x100 to 200x600. Here are some extracts: vt 1.040...

OpenGL ES render textures of non base 2 dimensions?

This is just a quick question before I dive deeper into converting my current rendering system to openGL. I heard that textures needed to be in base2 sizes in order to be stored for rendering. Is this true? My application is very tight on memory, but most of the bitmaps are not a perfect square. Does storing non-base 2 textures waste e...

Does glSubTexImage block?

Hi everyone! This is a question about syncronization in OpenGL. And the question is: At which point in the following (pseudo) code sample does syncronization happen. // 1. try to map buffer object (write only and invalidate buffer) copy new data to mapped buffer unmap buffer // 2. bind buffer call subteximage to fill texture f...

File format for images with layers + meta data

I'm writing a simple bitmap editor for Android that supports layers. The state stored in memory for the image being edited is: A series of bitmaps, where each one represents a layer of the image. Each bitmap has an associated opacity integer and a visibility flag. I want to add saving/loading for this state information. My plan was t...

Generate texture on image in C#

hi, I have a bitmap image of one color (say green). I want to generate textures on this image. The rendered image will be then saved. I have tried using convolution matrix but it is not generating any effect as the image is of single color. Any help or method would be appreciated. Thanks ...

Resources on basics of 3D model rendering

Maybe I've missed something, but I couldn't find any questions about this already. If anyone knows of any then it would be great if you could post the links. I know there's loads of massive opensource engines out there already that it'd be really easy to use, it's not a problem of needing one, but I don't like not knowing how the things...

When to load textures?

I'm currently working on a couple of windows phone projects (Although the question may also fit iphone/android) and it got me thinking, when is the best time to load textures from the content manager. At first, I was loading them all up, from my Game base class, and passing them along as required. Quickly getting sick of this, I have cr...

OpenGL ES, How to manipulate texture content on the fly

I have an iPad app I am working on and one possible feature that we are contemplating is to allow the user to touch an image and deform it. Basically the image would be like a painting and when the user drags their fingers across the image, the image will deform and the pixels that are touched will be "dragged" along the image. Sorry if...

Different size of Buffers for Vertex and Texture Coordinates?

Is there any way to use differently sized buffers for glDrawElements? I somehow want to map vertices to texture coordinates, so that the texture coordinate buffer is able to be actually smaller than the vertex buffer. Example: vertex buffer has 16 vertices and the texture coordinate buffer has 6 vertices. vertex_buffer[0] -> texture_co...

Texture tiling - avoiding the tiled look?

Hi, I'm working on an application that will run on different size screens, and I have to generate a texture (like parchment paper) that will fill out over all available space of the screen. A very simple approach is to include a small bitmap (256 x 256?) of a texture sample, and repeat it over all available area, but that will end up l...

Aggravating OpenGL Texture Issue

I'm having issues trying to get a texture loaded into VRAM. I'm using OpenGL on Mac OS X. I have geometry that I've successfully renderer by passing a color into my fragment shader. However, as soon as I try to load a texture, no geometry gets rendered and I can only see the background color. Here's my texture loading code: char ima...

OpenGL: Accurate textures possible?

This is for a 2D game with OpenGL: Is it with using OpenGL possible to display a texture absolutely unfiltered, not streched or blurred? So that when I have a BMP and convert it into an OpenGL texture, and then retrieve that texture and convert it back, I have no modifications or quality / data loss? ...

Does textures drawn with glDrawTexfOES are affected by lights ?

Hi all, currently, I use glDrawArrays to render texture in simple quads. I hope increase framerate by using glDrawTexfOES instead (all my sprites have the same z position). Before doing this work I would like to know if these textures will still be affected by my 3d lights. ...

OpenGL sprites are trembling slightly at rendering

Hi all, I made a class which manage sprites in an iphone application by using opengl es. rendering works well but when the sprite sheet is large (more than 512x512px) and the sprite has a part which doesn't move, this part seems trembling slightly (like if antialiasing was computed differently for each frame). Is it normal or is it a bu...

Iphone OpenGL ES Reuse or draw once Texture scene

Ok guys, so I am drawing charts in OpenGL for Iphone. And everything is ok, until I use that Texture2D class to draw X axis labels and Y axis labels. The function of drawing labels is executing at each frame which I think is time consuming. In order to solve animation slowing, I have 2 ideas, but I still can't find how could I implement ...