Texture in OpenGL ES 2 looks pixelated - Printable Version
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RE: Texture in OpenGL ES 2 looks pixelated - OneSadCookie - Aug 30, 2011 04:04 PM
Well, glVertexAttrib[Pointer] with those values, since it's ES2. But yes.
RE: Texture in OpenGL ES 2 looks pixelated - vunterslaush - Aug 30, 2011 04:39 PM
(Aug 30, 2011 12:29 PM)ThemsAllTook Wrote:
Oh so if I'm using an array of colors per vertex, instead of
I should write
Another question- I noticed that in the template it binds the render buffer every frame, and in the example that I've used so far that wasn't the case. Why is that, and what is the best way to do it?
RE: Texture in OpenGL ES 2 looks pixelated - ThemsAllTook - Aug 30, 2011 06:41 PM
Yep, that's it!
(Aug 30, 2011 04:39 PM)vunterslaush Wrote: EDIT:
Presumably that's just defensive programming on the template's part, in case another part of the program binds a different renderbuffer. If you're not changing the renderbuffer anywhere, it should be safe to only bind it once, I think.
RE: Texture in OpenGL ES 2 looks pixelated - Frogblast - Aug 30, 2011 09:44 PM
(Aug 30, 2011 06:41 PM)ThemsAllTook Wrote:(Aug 30, 2011 04:39 PM)vunterslaush Wrote: EDIT:
It was half defensive programming, and half just trying to have clear code. In simpler apps, it will be redundant, but the intention of the code is much clearer when you don't have to refer to code 'somewhere else' to know what renderbuffer is being operated on.
It is redundant, but it isn't a performance issue. Small instances of once-per-frame overhead will never be a practical problem, unless you're drawing 1,000 frames per second.