iphone Programming Glossary: gl_nearest
OpenGL ES 2.0 texture distortion on large geometry GL_REPEAT http://stackoverflow.com/questions/11370074/opengl-es-2-0-texture-distortion-on-large-geometry-gl-repeat the projection matrix does not help Changing texture filtering options does not help Disabling mipmapping or using GL_NEAREST GL_LINEAR does nothing Enabling disabling anisotropic does nothing The banding effect still occurs even when using GL_CLAMP..
How do I create blurred text in an iPhone view? http://stackoverflow.com/questions/227305/how-do-i-create-blurred-text-in-an-iphone-view
render to floating point texture under iOS http://stackoverflow.com/questions/3850569/render-to-floating-point-texture-under-ios 0 GL_LUMINANCE 256 256 0 GL_LUMINANCE GL_HALF_FLOAT_OES 0 glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MIN_FILTER GL_NEAREST glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MAG_FILTER GL_NEAREST assert GL_NO_ERROR glGetError this passes GLuint fboHandle.. 0 glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MIN_FILTER GL_NEAREST glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MAG_FILTER GL_NEAREST assert GL_NO_ERROR glGetError this passes GLuint fboHandle glGenFramebuffers 1 fboHandle glBindFramebuffer GL_FRAMEBUFFER..
Can example “GLImageProcessing” work with multi filters http://stackoverflow.com/questions/4375479/can-example-glimageprocessing-work-with-multi-filters 1 ResultTexture glBindTexture GL_TEXTURE_2D ResultTexture glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MAG_FILTER GL_NEAREST glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MIN_FILTER GL_NEAREST glTexParameteri GL_TEXTURE_2D GL_TEXTURE_WRAP_S GL_CLAMP_TO_EDGE.. glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MAG_FILTER GL_NEAREST glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MIN_FILTER GL_NEAREST glTexParameteri GL_TEXTURE_2D GL_TEXTURE_WRAP_S GL_CLAMP_TO_EDGE glTexParameteri GL_TEXTURE_2D GL_TEXTURE_WRAP_T GL_CLAMP_TO_EDGE..
Why is this OpenGL ES code slow on iPhone? http://stackoverflow.com/questions/450042/why-is-this-opengl-es-code-slow-on-iphone is called. The default fragment shader OpenGL ES 1.1 which you are using will lookup the texel that most closely maps GL_NEAREST to the pixel you are drawing. It might look up 4 texels since you are using the higher quality GL_LINEAR method to average..
GLImageProcessing Multiple Filters? http://stackoverflow.com/questions/6425861/glimageprocessing-multiple-filters 1 ResultTexture glBindTexture GL_TEXTURE_2D ResultTexture glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MAG_FILTER GL_NEAREST glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MIN_FILTER GL_NEAREST glTexParameteri GL_TEXTURE_2D GL_TEXTURE_WRAP_S GL_CLAMP_TO_EDGE.. glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MAG_FILTER GL_NEAREST glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MIN_FILTER GL_NEAREST glTexParameteri GL_TEXTURE_2D GL_TEXTURE_WRAP_S GL_CLAMP_TO_EDGE glTexParameteri GL_TEXTURE_2D GL_TEXTURE_WRAP_T GL_CLAMP_TO_EDGE.. 2 stageTextures glBindTexture GL_TEXTURE_2D stageTexture 0 glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MAG_FILTER GL_NEAREST glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MIN_FILTER GL_NEAREST glTexParameteri GL_TEXTURE_2D GL_TEXTURE_WRAP_S GL_CLAMP_TO_EDGE..
iPhone OpenGL ES texture unit http://stackoverflow.com/questions/8366033/iphone-opengl-es-texture-unit What is the right way of using it Edit Stupid me... forgot to call this glTexParameteri GL_TEXTURE_2D GL_MIN_FILTER GL_NEAREST glTexParameteri GL_TEXTURE_2D GL_MAG_FILTER GL_NEAREST iphone opengl es textures share improve this question You can.. forgot to call this glTexParameteri GL_TEXTURE_2D GL_MIN_FILTER GL_NEAREST glTexParameteri GL_TEXTURE_2D GL_MAG_FILTER GL_NEAREST iphone opengl es textures share improve this question You can bind a texture to an available texture unit using code..
How can I use a 3-D texture in iOS? http://stackoverflow.com/questions/9241583/how-can-i-use-a-3-d-texture-in-ios 3d texture maps. Notice also that you're doing one access that's tied to a particular z slice. So you're limited to GL_NEAREST type sampling in at least one dimension unless you want to do two samples and mix the result yourself at even greater cost...
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