opengl Archive
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Scenegraphs are cool…
Posted on December 28, 2011 | No CommentsMany things are cool, like this screenshot of XCode for example… this is what happens when debugging iOS apps that use OpenGL, there’s a handy button to click that lets... -
Speeding over the icy wastelands of $insert_name_here
Posted on December 14, 2011 | No CommentsThere has been progress on my “fly endlessly down some sort of canyon” iPad thing. Quite a lot of this progress has been non-visual infrastructure code where I’ve taken hastily... -
OOh Crikey! Wot a lot of green!
Posted on November 13, 2011 | 1 CommentBack when I owned an ST (well, I still have it, but you know what I mean) one of my favourite demos was Ooh Crikey! Wot a Scorcher By The Lost... -
OpenGL ES 2.0 First Light
Posted on October 26, 2011 | No CommentsAfter a lot of chopping of code, rewriting bits and pieces and generally trying to turn a hacked mess into something more structured I have this… What you’re looking at... -
Debugging via telepathy
Posted on October 20, 2011 | No CommentsSo after creating a fun little iOS game using OpenGL ES 1.1 I decided the next thing I create should use ‘real’ 3D, rather than simply bashing OpenGL into managing... -
Linear Algebra, Analytic Geometry and other stuff you never saw the point of
Posted on September 22, 2011 | No CommentsThere will be a less predictable image in a future post, once I produce something worth looking at that makes sense to you. I’ve been spending the past few weeks... -
2010 Review
Posted on December 31, 2010 | No CommentsInspired by a post over on the Beercave, here’s a summary of the goings on this year… -
Android/OpenGL ES texture maps
Posted on February 27, 2010 | 1 CommentAfter much Googling, testing, head scratching and the odd SVN reversion I’ve managed to texture-map things. Specifically a triangle-strip that draws a square. So I drew a screenful, and implemented... -
Android Notes: Full screen applications
Posted on January 31, 2010 | 1 CommentJust a quick note on how to make an Activity run full-screen. Simply insert this magic into the Activity’s OnCreate() super.onCreate(savedInstanceState); /* ... etc ... */ requestWindowFeature(Window.FEATURE_NO_TITLE); getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,WindowManager.LayoutParams.FLAG_FULLSCREEN ); /*... -
Android Notes: OpenGL ES 1.0
Posted on January 26, 2010 | No CommentsLet’s take a diversion into the world of OpenGL, specifically the implementation of OpenGL that lives inside an Android powered device. So, OpenGL ES 1.0 then. I’ll be learning about...










