Hi Adam,
On Dec 6, 11:26 am, Adam Hammer wrote:
> Yes, it does.
Not sure exactly what you're replying to there. Maybe this:
> > Does Android really implement EGL?
Anyway, based on this:
http://groups.google.com/group/android-ndk/browse_thread/thread/6d60f6bcc5cec83a
(See Dianne Hackborn's re
Yes, it does.
http://code.google.com/p/earth-live-wallpaper/source/browse/trunk/+earth-live-wallpaper/SLWP/src/com/seb/SLWP/GLWallpaperService.java?r=37
On Nov 26, 4:20 am, Phil Endecott
wrote:
> On Nov 26, 11:08 am, Adam Hammer wrote:
>
> > I do bitmap loading in another thread, but I do glBin
On Nov 26, 11:08 am, Adam Hammer wrote:
> I do bitmap loading in another thread, but I do glBindTexture in the
> main graphics thread. Works well for me, I load bitmaps stored in zips
> delivered by contentproviders into textures.
Yes; thanks; I'm actually doing something like that at the moment,
I do bitmap loading in another thread, but I do glBindTexture in the
main graphics thread. Works well for me, I load bitmaps stored in zips
delivered by contentproviders into textures.
I think opengl es does have mechanisms for sharing textures across GL
contexts, but the above method should be fi
On Nov 26, 5:29 am, String wrote:
> Is that an OpenGL ES feature, or something specific to iOS?
My understanding is that creating OpenGL contexts is always platform-
specific.
EGL seems to define textures and vertex buffers as shared by default;
see section 2.4 of the EGL spec (http://www.khrono
On Nov 25, 4:44 pm, Phil Endecott
wrote:
> I'm porting some iPhone OpenGL code that uses a separate thread for
> OpenGL texture loading. To do this, I create a new OpenGL context in
> the same "sharegroup" as the main rendering context, and then the
> textures loaded in one context are available
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