Hello, I've run into a problem using OpenGL with Android.
I'm trying to create a transparent sprite that appears in my game
application.
The sprite is (.png) format and contains transparent values (alpha=0)
around the image.
Loading the image isn't a problem. I'm able to have the image load
onto
I am having some trouble getting textures to work in OpenGL. I
explained my problem in detail here:
http://stackoverflow.com/questions/8704258/how-to-render-textured-primitives-in-android-opengl-es-2-0
. For the sake of neatness I won't write it again here.
--
You received this message because
Greetings,
I've been having an interesting problem with a game I'm developing.
The game is being built using the cocos2d-android-1 library.
All sprites are loaded from ARGB files. They are of varying size
(not powers of 2).
When I deploy a test build to my Nexus One after making any code
Do opengl textures on Android have to be a width and height that is a
power of 2?
--
You received this message because you are subscribed to the Google
Groups Android Developers group.
To post to this group, send email to android-developers@googlegroups.com
To unsubscribe from this group, send
On 7 February 2011 19:22, Marcin Orlowski webnet.andr...@gmail.com wrote:
On 7 February 2011 18:57, bob b...@coolgroups.com wrote:
Do opengl textures on Android have to be a width and height that is a
power of 2?
In general: yes as some devices will won't handle your textures otherwise.
It
On 7 February 2011 18:57, bob b...@coolgroups.com wrote:
Do opengl textures on Android have to be a width and height that is a
power of 2?
In general: yes as some devices will won't handle your textures otherwise.
--
You received this message because you are subscribed to the Google
Groups
Hello All,
I'm learning OpenGL on my own atm and I have a question about
texturing a surface:
I can create a simple polygon like this:
public class Square {
// Our vertices.
private FloatBuffer colorBuffer;
float[] colors = {
.5f, .5f, 0f, .2f, // vertex 0
This tricked me up for a few hours and I couldn't see anywhere that is
was discussed.
When running on the Emulator, you don't have to specify the
GL_TEXTURE_MIN_FILTER and GL_TEXTURE_MAG_FILTER. However, when
running on the HTC G1, you do!
So make sure you have something like this in you code:
8 matches
Mail list logo