Using a texture as an integer array (OpenGL 3.3, shader version 3.3) [closed]
Closed 12 years ago.
3d point cloud render from x,y,z 2d array with texture
Need some direction on 3d point cloud display using OpenGL in c++ (vs2008). I am brand new to OpenGL and trying to do a 3d point cloud display with a texture. I have 3 2D arrays (each same size 1024×512) representing x,y,z of each point. I think I am on the right track with
Data structures for storing finger/stylus movements in drawing application?
I have a general question about creating a drawing application, the language could be C++ or ObjectiveC with OpenGL.
I would like to hear what are the best methods and practices for storing strokes data.
Think of the many iPad apps that allow you to draw with your finger (or a stylus) or any other similar function on a desktop app.
Use Android NDK for portability with iOS?
I am currently planning to implement a little painting app using OpenGL ES 1.1. I believe this question applies to any OpenGL ES project. I am starting development on Android and I would like to know if you would recommend writing the drawing logic (using OpenGL) in C++ with the NDK so it will easier to port to iOS, or to use the Java API and being locked on Android.
OpenGL programming vs Blender Software, which is better for custom video creation? [closed]
Closed 9 years ago.
How to move a car around an environment with hills in C++? [closed]
Closed 9 years ago.
Why don’t modern libraries use OOP
I’m a beginner-level C++ programmer, but I understand the concepts of the language fairly well. When I began to learn external C++ libraries, like SDL, OpenGL (maybe something else too), to my great surprise I found out that they don’t use C++ concepts at all.
Simulating a projector in openGL
I wish to simulate a projector screen in OpenGL, where an image is truly being projected onto the wall in real time. By this I mean if an object were to get in between the projector and the wall, that portion of the image will appear on the obstructing object.
OpenGL Image Load-Store Atomics Applications
I originally asked this on plain old stack but it was closed for being too open-ended. (Which was a good call as this is a better place for such questions.)
Why have hardware-accelerated vector graphics not taken off?
I’m working on an app that involves real-time manipulation of vector paths at 60fps, and I’m very surprised by how little information there is on the subject. At first, I tried to implement my idea using CoreGraphics, but it didn’t perform adequately for my purposes. I then discovered that there was a Khronos standard for hardware-accelerated vector graphics called OpenVG, and thankfully a kind soul had written an OpenGL ES semi-implementation called MonkVG.