opengl-es

Genymotion does not start (permission denied for androvm.gles.first)

允我心安 提交于 2020-02-20 08:33:09
问题 Genymotion is unable to start android virtual devices on my machine. The Genymotion logs do not contain any relevant message. Instead, to debug the issue, I've launched the VM using vanilla virtualbox. The VM boots, and at some point starts to repeat the following message over and over again: init: sys_prop: permission denied uid:1000 name:androVM.gles.first_try init: untracked pid <some number> exited init: untracked pid <some other number> exited The Genymotion FAQ suggests that the output

OpenGL ES 2.0 / GLSL not rendering data (Kotlin)

本秂侑毒 提交于 2020-02-05 02:53:50
问题 I am trying to implement a basic shading program with GLES 2/3, and have pieced together this code from various tutorials. Everything looks correct to me, and it compiles fine, but nothing appears on my screen. It rendered fine until I added Normal and Light Position data, then it broke and I haven't been able to find a way to fix it. Can anyone see what's wrong here? class MyRenderer:GLSurfaceView.Renderer{ var glProgram = -1 var uMV = -1 var uMVP = -1 var uLightPos = -1 var aPosition = -1

OpenGL Renderer not working on Ice Cream Sandwich

|▌冷眼眸甩不掉的悲伤 提交于 2020-02-02 11:04:49
问题 Hi I'm building an Android game using OpenGL ES 1.0. Everything was working fine until my Transformer tablet updated to Ice Cream Sandwich. Now anything that uses OpenGL to render isn't showing up on screen. I've been looking around and I've found the TextureView class. I'm not sure if I need to change all my GLSurfaceView and GLSurfaceView.Renderer code over to a TextureView class. If this is the case are there any good tutorials out there on how to do the change over? If anyone else has had

Multiple EAGLViews but only one copy of each texture - how?

。_饼干妹妹 提交于 2020-02-02 09:12:20
问题 I have an app running on iPad which is using lots of textures, rendering into one EAGLView. Now I need a second EAGLView, sharing textures with the first. I can get both views rendering fine, in parallel, on screen, by fixing some design mistakes in Apple's code (e.g. the default ViewController needs some tweaks to support multiple child EAGLView objects). But I can't get the textures to be shared. I cannot duplicate the textures (that would double memory usage - and we're using most of the

Multiple EAGLViews but only one copy of each texture - how?

元气小坏坏 提交于 2020-02-02 09:10:13
问题 I have an app running on iPad which is using lots of textures, rendering into one EAGLView. Now I need a second EAGLView, sharing textures with the first. I can get both views rendering fine, in parallel, on screen, by fixing some design mistakes in Apple's code (e.g. the default ViewController needs some tweaks to support multiple child EAGLView objects). But I can't get the textures to be shared. I cannot duplicate the textures (that would double memory usage - and we're using most of the

OpenGL ES fragment shader apparently impossibly returning white

回眸只為那壹抹淺笑 提交于 2020-02-02 06:24:58
问题 This is a weird one. I have a fragment shader that as far as I can tell can only return black or red, but it's rendering the pixels in white. And if I remove one specific line, it returns the colour I'd expect. It works in WebGL, but not in OpenGL ES on the Raspberry Pi. Here's the shader code. It returns black if the pixel represents a point inside the Mandelbrot set, red otherwise. precision mediump float; varying vec2 vPosition; void main(void) { float cx = vPosition.x; float cy =

Adding button on an OPENGL Screen

有些话、适合烂在心里 提交于 2020-02-01 06:32:31
问题 I have created a rotating CUBE with the help of OPENGL in Android now i want to add a listener to handle the rotation of the cube i.e. When i click button then CUBE must start rotating and vice versa..How can i add a button on an OPENGL Screen? 回答1: There are two options here: Create a layout that includes both your GLSurfaceView and whatever buttons/settings you want. Use the standard OnClickListener for the button and have the listener call a method in your renderer to do the rotations.

Adding button on an OPENGL Screen

China☆狼群 提交于 2020-02-01 06:32:11
问题 I have created a rotating CUBE with the help of OPENGL in Android now i want to add a listener to handle the rotation of the cube i.e. When i click button then CUBE must start rotating and vice versa..How can i add a button on an OPENGL Screen? 回答1: There are two options here: Create a layout that includes both your GLSurfaceView and whatever buttons/settings you want. Use the standard OnClickListener for the button and have the listener call a method in your renderer to do the rotations.

Adding button on an OPENGL Screen

假装没事ソ 提交于 2020-02-01 06:31:28
问题 I have created a rotating CUBE with the help of OPENGL in Android now i want to add a listener to handle the rotation of the cube i.e. When i click button then CUBE must start rotating and vice versa..How can i add a button on an OPENGL Screen? 回答1: There are two options here: Create a layout that includes both your GLSurfaceView and whatever buttons/settings you want. Use the standard OnClickListener for the button and have the listener call a method in your renderer to do the rotations.

Adding button on an OPENGL Screen

巧了我就是萌 提交于 2020-02-01 06:31:09
问题 I have created a rotating CUBE with the help of OPENGL in Android now i want to add a listener to handle the rotation of the cube i.e. When i click button then CUBE must start rotating and vice versa..How can i add a button on an OPENGL Screen? 回答1: There are two options here: Create a layout that includes both your GLSurfaceView and whatever buttons/settings you want. Use the standard OnClickListener for the button and have the listener call a method in your renderer to do the rotations.