GLTexture | Live streaming of camera with OpenGL ES Shaders | Graphics library
kandi X-RAY | GLTexture Summary
kandi X-RAY | GLTexture Summary
Live streaming of camera with OpenGL ES Shaders.
Support
Quality
Security
License
Reuse
Top functions reviewed by kandi - BETA
- Called when the surface is created
- Compile a shader
- Read text from a raw resource
- Compile and return a program
- Initializes the cube drawing
- Initialize a texture for preview
- Draws a cube
- Draws the current date
- Get the text as a string
- Get the current date
- Sets the date and year fields
- Called when a preview frame is loaded
- Initialize the layer
- Called when the camera is destroyed
- Set the surface to render
- Load a texture
- Called when the camera is created
- Generate a preview frame
- Called when the camera has changed
GLTexture Key Features
GLTexture Examples and Code Snippets
Community Discussions
Trending Discussions on GLTexture
QUESTION
I am trying to build a texture packer, where multiple (possibly NPOT) textures can be packed into one mega Power-Of-Two Texture for better performance and better min / mag filtering.
Is it possible to pass a GLTexture
to a tex(Sub)Image2D
call in OpenGL ES 2.0? Looking at the docs, I see the last argument is data
:
Specifies a pointer to the image data in memory.
My case is that I have a minimal OpenGL ES 2.0 abstraction, which allows me to create text textures with different fonts, sizes, styles etc. I don't have access to the pixel contents on the CPU or any canvas
elements that represent it, just the generated GLTexture
.
Assuming I can create dynamic GLTexture
s containing text (think subtitles, UI elements, etc), but don't have access to the image data on the CPU, how can I pack the textures themselves into a bigger "mega" texture?
I know I can do it by rendering the smaller textures I want to pack to quads in a framebuffer representing the mega texture, but this will require rendering to floating point textures, which not all hardware supports.
Another thing that comes into mind is reading the texture contents into CPU memory via readPixels
, but that is synchronous and sounds nasty to me...
TLDR: I have a bunch of smaller GLTexture
s. I want to be able to pack them onto a bigger GLTexture
, share it everywhere and sample at different offsets for better performance.
ANSWER
Answered 2022-Mar-28 at 14:17Is it possible to pass a GLTexture to a tex(Sub)Image2D call in OpenGL ES 2.0?
No.
If you can't do it in software, the other option is to do it on the GPU as a render-to-texture operation.
QUESTION
I recently updated my LibGDX library used in my game by using the LibGDX setup program to create a new project, then importing all of my classes, assets, etc into said new project. Everything went fine, the game runs and I can get in to the main menu. However, when I try advancing to the game where I have Box2DLights, I get an error thrown on the instantiation of my RayHandler. The RayHandler is instantiated like so:
...ANSWER
Answered 2021-Feb-17 at 18:31My question was answered by someone in the LibGDX Discord server. They shared this with me: https://github.com/libgdx/libgdx/issues/6407 Who knew that there could be a bug that isn't my fault? Changing the GDX version from 1.9.14 to 1.9.15-SNAPSHOT fixed the issue.
QUESTION
I recently downloaded a batch rendering program that uses pyOpenGl and pygame. I want to edit the draw function such that there is the ability to flip a texture when drawing it. This is the code for the batch rendering program.
...ANSWER
Answered 2020-Sep-01 at 16:52You can "flip" y component of the texture coordinate in the vertex shader:
QUESTION
From what I read importing both libraries seems to be the solution to a WebGL bug I ran into a bug and it seems like the accepted solution is to import like this:
...ANSWER
Answered 2020-Aug-14 at 13:44Use an import alias, like this: import PIXI as PIXIJS from 'pixi.js'
Reference: https://developer.mozilla.org/de/docs/Web/JavaScript/Reference/Statements/import
QUESTION
I am working on a 3D editor using Qt and OpenGL and encountered a severe "memory leak" for seemingly no reason. I have isolated the issue to a single class, which looks like:
...ANSWER
Answered 2020-Aug-10 at 14:39When the vectors get cleared or when you delete
something you allocated with new
etc, the destructors are called and memory is released and available for new uses. But it is not necessarily returned to the OS. Usually the compilers runtime libraries will hold on to the memory and it will be used to satisfy new allocations from the program without having to involve the OS again. This speeds up future allocations.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install GLTexture
You can use GLTexture like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the GLTexture component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .
Support
Reuse Trending Solutions
Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items
Find more librariesStay Updated
Subscribe to our newsletter for trending solutions and developer bootcamps
Share this Page