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OpenGL ES tutorial II: Create a polygon)

OpenGL ES Tutorial for Android-Part II-Building a polygon December 4th, 2009 by Per-Erik Bergman-Android,Embedded Previous tutorial was all about setting up the GLSurfaceView. Be sureRead it beacuse it's a really importent one to be able to continue. Building a polygon In this tutorial we will render our first polygon

OpenGL ES tutorial IV: coloring)

OpenGL ES tutorial for Android-Part IV-adding colors January 14th, 2010 by Per-Erik Bergman-Android,Embedded Last tutorial was about transformations. This tutorial will be a short one. I'm going to talk about adding color to your mesh. I will continue with the source code from tutorial II. This tutorial is about colori

OpenGL ES course VI Texture map (source control)

Http://www.educity.cn/wenda/92368.htmlOpenGL ES tutorial VI texture map (source control)  OpenGL ES Tutorial for Android–part vi–texturesDecember 30th, by Per-erik Bergman-android, Embedded, JavaLast tutorial we worked a bit more on meshes and we had also talked about adding

Some suggestions for converting OpenGL program into OpenGL ES: gldrawarray and gldrawelements

It took four days to transfer an FPS game engine fly3d to OpenGL ES. As we all know, ES is intended for mobile devices, so for efficiency, it performs a lot of screening and subtraction on OpenGL, throwing away all inefficient functions such as (glbegin) and throwing away some of the drawn types such as gl_polygon, H

OpenGL ES tutorial VI texture Paster (contrast to the original article)

OpenGL ES Tutorial for Android-Part VI-Textures December 30th, 2010Per-Erik Bergman-android,Embedded,Java Last Tutorial we worked a bit more on meshes and we have also talked about adding colors to our mesh. the most common way of adding colors to your mesh is to add a texture. there is a couple of different steps invo

iOS-----Opengl--opengl ES iOS Entry 3---> Texture mapping (texture)

glbindtexture (gl_texture_2d, _textureid);Specifies the value of the uniform variable for the current program object, and Parameter 1 represents the new value used (Gl_texture1) gluniform1i (_textureslot, 1);Draws a texture in the specified area.Note: The coordinate representation used to represent the texture range differs from the Uikit and OpenGL coordinates, ranging from (0,0) left down to (top) right.Texture Usage Range vertexConst Glfloat texco

OpenGL ES Introductory Explanation

) {//Initialize with version 2.0 Eaglcontext failedAPI = KEAGLRenderingAPIOpenGLES1; Set the API to1.1VersionM_context = [[Eaglcontext alloc] initwithapi:api];//use1.1Version of Initialization Eaglcontext}if (!m_context | |![ Eaglcontext Setcurrentcontext:m_context]) {//1.1Version initialization fails, the memory is freed[Self release];return nil;}if (API = = kEAGLRenderingAPIOpenGLES1) {Use1.1Version to start rendering}else {Start rendering with version 2.0}2. Do you want your

Scalable video buffers through OpenGL ES blending mode to fit the display dimensions _android

other device of the same screen, we can use software emulation to zoom in, but it can be slow and unbearable. With mixed mode scaling, you need to create an OpenGL ES texture and render the picture (320x240) onto the GL quadrilateral. Textures will be scaled to fit the screen size (1024x768) and your game performance will be significantly improved. From the perspective of implementation, this process can b

iOS-----opengl--opengl ES iOS entry 4---> Off-screen rendering

bitspercomponent = 8; int bitsperpixel = 32; int bytesperrow = 4 * self.drawablewidth; Cgcolorspaceref colorspaceref = Cgcolorspacecreatedevicergb (); Cgbitmapinfo bitmapinfo = Kcgbitmapbyteorderdefault; Cgcolorrenderingintent renderingintent = Kcgrenderingintentdefault; Cgimageref imageref = cgimagecreate (Self.drawablewidth, Self.drawableheight, Bitspercomponent, BitsPerPixel, Bytesperrow, Colorspaceref, Bitmapinfo, provider, NULL, True, renderingintent); UIImage *myimage =

At Intel™The processor transplanted OpenGL * games to Android * (Part 1)

There is a huge opportunity to migrate games and other applications that use a large number of 3D graphics from OpenGL to Google Android devices, including devices built on Intel's atom micro-architecture, because OpenGL-based games, game engines, and other traditional software are easy to obtain, OpenGL is easy to tra

OpenGL ES tutorial III: Moving Transformation)

OpenGL ES Tutorial for Android-Part III-Transformations January 1st, 2010 by Per-Erik Bergman-Android,Embedded Last tutorial was about building your polygons. this tutorial is all about transformations, how to move the polygons around. I will continue this tutorial from where the previous ended so you can use that sour

OpenGL ES Programming Primer Resource Collection

. OpenGL ES is custom-tailored from OpenGL, removing many of the non-essential features such as glbegin/glend, quads (gl_quads), polygons (gl_polygons), and more. There are currently two versions, and OpenGL ES 1.1 is based on the OpenGL

Simon iPhone-OpenGL ES tutorial-05

OpenGL ES 05-texture ing our rectangle I have decided to introduce texture ing in advance because it may be easier to map a texture to an object instead of facing a multi-faceted (or 3D object ). In addition, it seems that this is the most desired knowledge for iPhone OpenGL ES programmers, so I will insist on Texture

/Lgc graphic rendering/OpenGL ES Overview

OpenGL ES Overview Author: Liu Peng Date: 2009-05-10This article gives a comprehensive introduction to OpenGL ES, including the origin, main versions and features of OpenGL ES, and the main differences between

Learn one of OpenGL es from scratch – Basic concepts

I've written some articles about iphone OpenGL es programming, but mostly for people who already know at least some 3D programming knowledge.As a starting point, download my OpenGL Xcode project template instead of using apple-provided templates. You can unzip to the following location to install this template:/developer/platforms/iphoneos.platform/developer/libr

Draw a red triangle with OpenGL ES (1)

The following are all converted from the android game programming entry-level classic. For more information, see the source. OpenGL ES converts the coordinates of the points projected to the near-cropping surface into the pixel coordinates of the frame buffer using the viewport. You can use part or all of the frame buffer in the following method: Gl10.glviewport

Bada development: OpenGL ES 2.0 program to create simple 3D graphics

We look forward to consumers' active attention to bada, a brand new mobile gaming platform, because the powerful graphic API can implement 2D and 3D graphics. Programs that benefit from 3D graphics APIs include games, map visualization, user interfaces, cartoons, screen saver, etc. To meet the needs, bada APIs include OpenGL®ES, used for advanced embedded graphics, has a clearly defined

Use OpenGL ES to draw a colored triangle

The following are all converted from the android game programming entry-level classic. For more information, see the source. Use glcolor4f () to set a global default color for all vertices. But sometimes more fine-grained control is needed (for example, you need to set the color for each vertex ). OpenGL ES provides this function. All you need is to add the rgba

At Intel™The processor transplanted OpenGL * games to Android * (Part 2)

This article is the second part of the two sections, discussing the obstacles to porting OpenGL games to Google Android. Before you start a game implant project (including differences in OpenGL extensions, floating point support, texture compression formats, and the GLU Library), you should recognize these obstacles. It also describes how to use

[OpenGL ES 03] 3D Transformation: model, view, projection, and viewport

ArticleDirectory Preface I. 3D mathematical history 2. Matrix Transformation 3. Implementation in OpenGL Iv. Projection Transformation 5. View Transformation Vi. Postscript 7. Reference [OpenGL ES 03] 3D Transformation: model, view, projection, and viewport Luo chaohui (http://www.cnblogs.com/kesalin) This article follows

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