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Textures in OpenGL ES

PostPosted: Aug 22, 2007 @ 11:02pm
by CountZero

Re: Textures in OpenGL ES

PostPosted: Aug 23, 2007 @ 7:25am
by kuroneko

PostPosted: Aug 23, 2007 @ 8:40am
by edge
Hi Countzero,

Kuroneko is correct, you need to re-upload the texture after it is changed. Also, you need to set the cleardata parameter to false when using UploadTexture().

I'm afraid it will have a negative impact on performance, because the uploading takes some time. While uploading, the texture is converted to an optimized layout which is one of the reasons texture uploading is slow.

PostPosted: Aug 23, 2007 @ 9:04pm
by CountZero
Thanks, that fixed the problem but hit the framerates signficantly. What causes the overhead in the UploadTexure method? Is it just a wrapper for glTexImage2d() ?

Cheers!

PostPosted: Aug 24, 2007 @ 10:07am
by edge
Hi Countzero,

Yes, the overhead is caused by glTexImage2D, because it needs to re-arrange the pixel layout (for render optimization purposes).

The speed of texture uploading can also differ between OpenGL (ES) implementations.

OpenGLES texture disappears

PostPosted: Sep 14, 2007 @ 4:16am
by fuzzychicken
Hi all,

I am also trying to use Opengles (glGenTextures & glTexImage2D) just to load and render my own texture on N95. It works fine just a first few seconds. After that, when the small Edgelib introduction window (at the bottom) disappears, my texture disappears at the same time, and there is nothing more on the screen.

Another problem is that the edgelib characters change to blocks on screen, with their texture updated to my own texture.

I don't know how to make Opengles work with Edgelib properly. What could be the problems?

Thank you in advance.

PostPosted: Sep 14, 2007 @ 7:47am
by edge
Hi,

Can you tell me if you're binding the texture before rendering?

PostPosted: Sep 14, 2007 @ 3:08pm
by fuzzychicken

PostPosted: Sep 17, 2007 @ 2:46pm
by edge
Hi,

I think the initial problem is caused by the blending option. The OpenGL renderer sees your texture as 100% transparent and doesn't render it.

I recommend turning the blending option on before rendering the font, and turning it off when rendering your own models.