I'm developing a set of applications for use creating games in XNA. Using Graphics.drawImage I can easily draw a preview image from an XNA texture2D object.
Each object, eg Character, Map etc, is made up of a List of parts, each part storing information such as position rotation and texture source. The next step is to render a preview o...
Is there a way to programmatically check the OpenGL ES texture memory usage on the iPhone?
I know you can use Instruments to monitor it, but I would like to do in in the app is possible.
...
In XNA is there a way to render the contents of a spriteBatch after drawing to a texture object before rendering to the screen?
...
Hi
Is it possible to set different texture filtering when working with sprites?
...
I apologize in advance if this question seems confused. The behaviour I am seeing makes no sense to me.
I have a Framebuffer rendering to a texture. I render solid rectangles of red, green, blue of varying opacity to this texture. I then render the texture to the screen (Framebuffer 0). The Framebuffer attached to the texture is persist...
Hello everybody!
I am beginning to work on my first OpenGL iPhone app, but I've hit an early snag.
I have a VERY SIMPLE little texture that I want to use as a sprite in a 2D game, but it renders with weird 'randomly' colored pixels up top.
http://i40.tinypic.com/2s7c9ro.png <-- Screenshot here
I sort of get the feeling that this is P...
Hey i was wondering if anyone knows to do clipping with 2D textures for a gui or menu like system.
Heres an example output i would like to produce
Have a game screen with a size of 500 x 500.
With a screen behind it with a size of 1000 x 1000.
When i draw a Texture at 0, 0 with the parent screen of 500 x 500 i would like the component...
I would like to render volumetric clouds in OpenGL.
I found an interesting paper that describes a simple technique to render volumetric clouds.
(http://www.inframez.com/events_volclouds_slide18.htm)
However I don't know how to create their "fractal cube" (or perlin-noise cube).
My question is: how to create the 6 tileable fractal textur...
Hi !
I want to change the some texels in a OpenGL texture for a given location. Can anyone help me with this pls ?
This is the functionnality that I want,
void ChangeTexelColor(int x, int y, GLuint id, int texW, int texH, GLenum format)
{
//What is here ?
}
This will use to maintain the minimap of my game (if anyone have a ...
If you've seen my last few questions you'd know by now that I've been working on terrain stuff with OpenGL. I had a failed attempt at using vertex alphas and multiple render passes to blend one texture into another in a tiled heightmap... So now instead, I've got another plan.
My WorldQuad object has 'bottom' and 'top' variables, both o...
I have some problems mapping a texture to a triangle strip. I think I still don't fully understand the texture coordinates.
I have a 512x512 texture, and I'm trying to map the 320x64 part of it on a triangle strip.
Here is my code:
static const Vertex3D bg_vertex [] =
{
{ 0, 0, 0}, { 0, 64, 0}, { 64, 0, 0},...
I am trying to use PVRTC images instead of PNG's. The problem is, that I am not able to map see them.
Here is my code:
glGenTextures(1, &bg1Texture);
glBindTexture(GL_TEXTURE_2D, bg1Texture);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
NSString *path...
I'm developing on the iPhone and the majority of our game is using OpenGL ES, but there are also menus that use CGImage and Quartz in order to be displayed. In OpenGL ES, I know that no matter what image compression goes in (JPG, PNG, etc.), the data stored in memory as a texture is an 8-bit texture, unless I use PVRTC in which case I ca...
Hi!
Can anyone pls tell me how to use hardware memory to create textures in OpenGL ? Currently I'm running my game in window mode, do I need to switch to fullscreen to get the use of hardware ?
If I can create textures in hardware, is there a limit for no of textures (other than the hardware memory) ? and then how can I cache my textu...
Hi,
I'm relatively new to DirectX and have to work on an existing C++ DX9 application. The app does tracking on a camera images and displays some DirectDraw (ie. 2d) content. The camera has an aspect ratio of 4:3 (always) and the screen is undefined.
I want to load a texture and use this texture as a mask, so tracking and displaying of...
From what I've been seeing around the internet, this problem can't really be solved with my approach.
I am currently writing a program that uses a selection buffer pass over all the objects in the scene. However, one of the objects is a texture in which a large part of it has alpha 0. It works fine when rendering, the alpha values are n...
Sorry if my question is uncleared. Let me elaborate.
I have a rectangle of size 100 x 200, and I have a graphic size 100 x 200 which fits with the rectangle. Since OpenGL requires all textures to have 2^n width and height, I basically put the 100 x 200 graphic right into a 128 x 256 image for this. It works fine for OpenGL because I sim...
I need to render some CPU generated images in Direct3D 9 and I'm not sure of the best way to get the texture data onto the graphics card as there seems to be a number of approaches.
My usage path goes along the following lines each frame
Render a bunch of stuff with the textures
Update a few parts of the texture (which may have been u...
Are there any tutorials that can teach me how to use mipmapping in my program? I already know how to generate mipmaps, but i want to find out how to read, load and use the pvr file in my program.
...
I've got PVR texture compression working all happy and good in my iPhone game, but I've got issues when tiling multiple textures together. Basically, I've got a very large background which is split into multiple 512x512 tiles, all PVR compressed. Then they're drawn together to look like one big background image. The way PVR works, becaus...