OpenGL’s relationship to OpenGL ES (3.0)
I’m beginning my journey into graphics programming and want to learn OpenGL. Because I’m green to graphics programming but not to C and C++, a familiar question came up when I looked at OpenGL and ES… Is OpenGL a superset of OpenGL ES? I read in an ES 3.0 guide that it uses shader-based implementations that exist as part of OpenGL’s embedded libraries, and that ES avoids using similar/redundant libraries provided by big ‘ol OpenGL due to mobile hardware limitations… Are shader-based implementations which are a huge part of OpenGL ES less efficient solutions when programming on the desktop? OR should I look at the two APIs as different beasts altogether? thx in advance.
OpenGL’s relationship to OpenGL ES (3.0)
I’m beginning my journey into graphics programming and want to learn OpenGL. Because I’m green to graphics programming but not to C and C++, a familiar question came up when I looked at OpenGL and ES… Is OpenGL a superset of OpenGL ES? I read in an ES 3.0 guide that it uses shader-based implementations that exist as part of OpenGL’s embedded libraries, and that ES avoids using similar/redundant libraries provided by big ‘ol OpenGL due to mobile hardware limitations… Are shader-based implementations which are a huge part of OpenGL ES less efficient solutions when programming on the desktop? OR should I look at the two APIs as different beasts altogether? thx in advance.
OpenGL’s relationship to OpenGL ES (3.0)
I’m beginning my journey into graphics programming and want to learn OpenGL. Because I’m green to graphics programming but not to C and C++, a familiar question came up when I looked at OpenGL and ES… Is OpenGL a superset of OpenGL ES? I read in an ES 3.0 guide that it uses shader-based implementations that exist as part of OpenGL’s embedded libraries, and that ES avoids using similar/redundant libraries provided by big ‘ol OpenGL due to mobile hardware limitations… Are shader-based implementations which are a huge part of OpenGL ES less efficient solutions when programming on the desktop? OR should I look at the two APIs as different beasts altogether? thx in advance.
Specific reasons why a top left origin is better/worse than a bottom left origin for computer graphics
I have been researching why the origins for most graphic applications are located in the top left corner of the screen. From everything I have read, they are located there because that is where the electron gun on a cathode ray tube would start to scan, from top to bottom.
OpenGL vs OpenCV for beginner [closed]
Closed 9 years ago.
OpenGL vs OpenCV for beginner [closed]
Closed 9 years ago.
Algorithm for sweeping a 2d shape along a curve?
I am trying to create a graphics application where the user can use an arbitrary shape as a “brush”, which will be swept along the drawing path. The shape may be transformed along the path (rotated, resized, etc).
Algorithm for sweeping a 2d shape along a curve?
I am trying to create a graphics application where the user can use an arbitrary shape as a “brush”, which will be swept along the drawing path. The shape may be transformed along the path (rotated, resized, etc).
Silverlight-based “area of influence” algorithm
I am in the process of developing a tool for a game called MechWarrior: Online which defines a map of an area of space called the Inner Sphere. Essentially, this map is a set of points (planets) on a Cartesian plane. Each planet can be owned by a different faction, typically represented on the map by a colour. I can colour the various planet points as different colours, but ideally what I’d like to do is show an area of influence (circle) for each faction by using something like a GeometryGroup
to help with the simplification of the geometry object that using 2,240 points’ circles will produce before rendering it to a Silverlight Canvas.
Silverlight-based “area of influence” algorithm
I am in the process of developing a tool for a game called MechWarrior: Online which defines a map of an area of space called the Inner Sphere. Essentially, this map is a set of points (planets) on a Cartesian plane. Each planet can be owned by a different faction, typically represented on the map by a colour. I can colour the various planet points as different colours, but ideally what I’d like to do is show an area of influence (circle) for each faction by using something like a GeometryGroup
to help with the simplification of the geometry object that using 2,240 points’ circles will produce before rendering it to a Silverlight Canvas.