Android uses ndk instead of yuv420 overlay to ensure smooth video display. Instead, it uses a platform to port a safer rgb565 display. Tested on Android 2.3.
However, the MTK andriod platform (a301) encountered a glteximage2d gl_error 0x501 error (the source image is 176*144 ). After repeated tests, this MTK andriod version supports OpenGL ES, but it has a strange limit on the resolution of the source image
Introduction to OpenGL es:OpenGL ES (OpenGL for Embedded Systems) is a subset of OpenGL's three-dimensional graphics APIs designed for embedded devices such as mobile phones, PDAs, and game consoles . The API is defined by Khronos Group, Khronos is a graphic hardware and software industry Association, which focuses on the open standards of graphics and multimedia
positioncoords;} Scenevertex;//Define vertex data for a triangle to use in exampleStatic ConstScenevertex vertices[] = { {{-0.5f, -0.5f,0.0}},//Lower left corner{{0.5f, -0.5f,0.0}},//Lower right corner{{-0.5f,0.5f,0.0}}//Upper left corner};///////////////////////////////////////////////////////////////////called when the View controller's view is loaded//Perform Initialization Before the view is asked to draw- (void) viewdidload{[Super Viewdidload]; //Verify The type of view created automatic
Many tutorials say that the cocos2d-x OpenGL ES World coordinate system origin is in the lower left corner, but as to why in the lower left corner no one has ever mentioned it, which leads most people to think that this is OpenGL ES's rule, in fact it is wrong, OpenGL The coordinate origin of
Android. OpenGL-----Class:Gldebughelper: A help class for debugging OpenGL ES programsGLU: class that provides GL Public ToolsGlutils: A Tool class that connects OpenGL ES and Android APIs. It provides texture image operations.Matrix: matrix computing toolException:Glexcepti
OpenGL ES 3.0 Vertex coloring tool (1), opengles
OpenGL ES 3.0 Flowchart
1. Vertex Shader (Vertex Shader)
Vertex coloring implements a general programmable method for vertices.
The vertex shader inputs include the following:
• Shader program. Source Code or executable program of the vertex coloring program, which desc
1. Learning Websites
Official Website http://www.khronos.org/opengles/
Nehe Learning Website http://nehe.gamedev.net/
Chinese nehe Learning Website http://www.owlei.com/DancingWind/
GLUT download site http://www.opengl.org/resources/libraries/glut/
RedbookSource codeThe download site http://opengl-redbook.com/
2. Learning books
The official OpenGL programm
This example describes how to use a transparent background to draw OpenGL images. The procedure is as follows:1. Use transparent theme for ActivityAndroid: label = "Graphics/OpenGL ES/Translucent GLSurfaceView"Android: theme = "@ style/Theme. Translucent"Android: configChanges = "keyboardHidden | orientation | screenLayout | screenSize | smallestScreenSize">
Variables and data types for OpenGL es shader Language (ii) (Official document, chapter fourth)4.5 Precision and precision modifiers 4.5.1 range and precisionThe sources used to store and present floating-point numbers, the range of integer variables, and precision-dependent values (varying,uniform, texture lookups, and so on), are not vertex or slice shaders, and other details of the underlying implementat
perspective method to transform, similar to this:VP is the vertex of the cone of view, the small square is near the end, the large is far, the effect of painting after the production:It can be seen that this produces a three-dimensional effect.Perspective projection matrix generation can refer to the Android comes with the source of the Matrix OpenGL, but to android4.x above, it is recommended to refer to the source code to achieve their own, the fol
glbindvertexarray (0); Release Vao glbindbuffer (gl_array_buffer, 0); Release VBO Here we use the new technology Vao (vertex array object) Inside ES 3.0 and the VBO inside the 2.0. About Vao and VBO, we will specialize in a chapter to explore, now you know the line.Next comes the rendering phase, where the code needs to be written in -(void) Glkview: (g
defined by extensions, so they are different on each platform. Unfortunately, all Android devices only support the Ericsson texture compression (ETC1) format (except for the first generation devices, the first generation devices do not support OpenGL ES 2.0 ). ETC1 only supports 8-bit precision per pixel, and does not support alpha. Most games use compressed textures with alpha, which is a serious obstacle
it to 0x00, all the write depth buffers end up being 0.In addition, Glstencilfunc and glstencilop can be used to determine how template tests pass or fail and how template buffering is affected.1 void Glstencilfunc (glenum func, glint ref, Gluint mask);
Func: Sets the template test action. This test action is applied to the stored template values and Glstencilfunc ref values, and the options available are:
Gl_never, Gl_lequal, Gl_greate
The android framework provides a large number of interactive and powerful graphic user interfaces. But if you want more painting on the screen or 3D display, you need to use different tools. OpenGL ES api provides a large number of tools to display high-end animated images.
The following describes how to use OpenGL Es
In this paper, we illustrate the method of implementing OpenGL ES texture mapping in java. Share to everyone for your reference. Specifically as follows:
1. Glrenderer.java Documents:
Package Net.obviam.opengl;
Import Javax.microedition.khronos.egl.EGLConfig;
Import javax.microedition.khronos.opengles.GL10;
Import Android.content.Context;
Import Android.opengl.GLU;
Import Android.opengl.GLSurfaceView.
FromArticle: [Android source code] Android graphic rendering (skia EGL OpenGL ES)
Android OpenGL ES coordinate system: it is three-dimensional (of course there are also two-dimensional, but there is no Z axis, there is no difference), the coordinate origin of the coordinate system is in the center of the screen, the
I am so ashamed to myself. I have been looking for a long time to use ndk to develop openggl es learning materials and I have not found any suitable materials (if I find that I cannot understand the English language, the program is too complicated and I cannot start with it), so I should first write it in Java, then I published an article about using ndk to accomplish the same function!
The methods in the program are translated and understood on the
Applicaton4, you can debug C + + codeNote the point:1, the real machine may appear no debug symbol found error2, the simulator version number is too high will appear no debug symbol found error3, the download of the other version number of the SDK is placed in the \sdk\platforms4, need to run as Android application first install the appError type:The error type occurs because the Android version number is too high1, no debugging symbols found2, No symbol table is loaded. Use the "file" command3
The fog effect is actually very easy to implement. I will summarize it first:
(1) first, we must set the background color to the fog color.
(2) Enable the fog Effect
(3) set the background color of fog
(4) set the fog Equation
The fog equation has three forms: exp (oldest), exp2 (exp enhanced version), and linear (the best fog equation, of course, this is used). If linear is used, more fog starts, the end parameter indicates how far the fog starts and
I 've been beating my head against the wall on this, so it's time to ask for help.
I 've ported my game engine from iPhone to Windows CE (it actually started out policyears ago as a wince engine, so I 've developed it with portability in mind ). I 've also maintained a Windows build (full windows) all along for development.
I'm having problems initializing OpenGL ES on the HTC Touch Pro
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