[Solved] Sydney's white texture:
COGLESTexture.cpp:getBestColorFormat:
"destFormat=ECF_A1R5G5B5;"
works for me.
Search found 8 matches
- Sat Dec 04, 2010 12:43 am
- Forum: Advanced Help
- Topic: OpenGLES 1.1 Driver Porting Issues
- Replies: 55
- Views: 23107
- Tue Nov 30, 2010 8:28 am
- Forum: Advanced Help
- Topic: OpenGLES 1.1 Driver Porting Issues
- Replies: 55
- Views: 23107
OpenGL-ES 1.x textures white/washed out
Running the 01.HelloWorld example, Sydney's texture is all white.
Textures in some of the other examples are washed out/white.
Using 16-bit on the beagleboard
Renderer: OpenGL ES-CM 1.1, OpenGL_ES OpenVG Imagination Technologies
Does GL_EXT_texture_format_BGRA8888 have anything to do with it?
Do ...
Textures in some of the other examples are washed out/white.
Using 16-bit on the beagleboard
Renderer: OpenGL ES-CM 1.1, OpenGL_ES OpenVG Imagination Technologies
Does GL_EXT_texture_format_BGRA8888 have anything to do with it?
Do ...
- Sun Nov 28, 2010 1:30 am
- Forum: Advanced Help
- Topic: [SOLVED] Beagleboard irrlicht ogl-es installation
- Replies: 2
- Views: 1233
- Sat Nov 27, 2010 7:05 am
- Forum: Advanced Help
- Topic: [SOLVED] Beagleboard irrlicht ogl-es installation
- Replies: 2
- Views: 1233
[SOLVED] Beagleboard irrlicht ogl-es installation
Hi,
I am trying to install Irrlicht ogl-es on the Beagleboard running Angstrom linux.
Has anyone done it on Angstrom?
I installed the Angstrom mesa package but GL/gl.h and GL/glx.h are missing so compilation is failing.
Do I have to download and compile the vanilla MesaLib package?
Would ...
I am trying to install Irrlicht ogl-es on the Beagleboard running Angstrom linux.
Has anyone done it on Angstrom?
I installed the Angstrom mesa package but GL/gl.h and GL/glx.h are missing so compilation is failing.
Do I have to download and compile the vanilla MesaLib package?
Would ...
- Sun Sep 19, 2010 12:45 am
- Forum: Advanced Help
- Topic: [Solved]Camera following a path without falling off the edge
- Replies: 3
- Views: 922
Solution
For the time being the best solution which gives me the desired behaviour was to create a custom CameraSceneNodeFPS and in the CSceneNodeAnimatorCameraFPS::animateNode function a check is made to detect collision with a ray (origin camera position) and the road. If there is no collision (i.e. the ...
- Tue Jul 06, 2010 8:23 pm
- Forum: Advanced Help
- Topic: [Solved]Camera following a path without falling off the edge
- Replies: 3
- Views: 922
- Sat Jul 03, 2010 12:19 am
- Forum: Advanced Help
- Topic: [Solved]Camera following a path without falling off the edge
- Replies: 3
- Views: 922
[Solved]Camera following a path without falling off the edge
I made a mesh which represents a road network from GPS points and would like to have a FPS type camera traverse the road network without falling off the road (leaving the road, going over the edge), and can turn left/right into streets etc. The road is suspended in space, i.e. there is no adjacent ...
- Wed Apr 07, 2010 1:54 am
- Forum: Beginners Help
- Topic: [Solved] Mesh disappears
- Replies: 1
- Views: 405
[Solved] Mesh disappears
Apologies for the noise, after setting the camera's far and near values, all is good.
Hi,
I have a large mesh. It is only visible if the camera is positioned far away, and disappears as the camera moves closer. From other threads I gathered it could be that the bounding box of the mesh buffers and ...
Hi,
I have a large mesh. It is only visible if the camera is positioned far away, and disappears as the camera moves closer. From other threads I gathered it could be that the bounding box of the mesh buffers and ...