Hi,
Currently I have been using glLoadMatrix and glGetFloatv to load and save the matricies, is there a better way to do this that is also compatible with OpenGL ES for the nvidia Tegra 2 hardware platform?
OpenGL questions
Started by Lewis_1986, Aug 27 2011 11:57 AM
7 replies to this topic
#2 Members - Reputation: 840
Posted 27 August 2011 - 06:54 PM
Those are both deprecated methods, and I believe that OpenGL ES (2.0 anyway) doesn't support these. You will have to abandon OpenGL's matrix stack, and use your own shaders and uniform matrices.
They may still be supported in 1.x (I'm not sure), but your best bet would be to learn the new methods.
They may still be supported in 1.x (I'm not sure), but your best bet would be to learn the new methods.
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#7 Members - Reputation: 880
Posted 30 August 2011 - 05:55 PM
gotcha, so basically I have to make an opengl compatible matrix class? or can I use one somewhere else that someone else can maintain because outside of 3d programming I have little need for matricies in my life
If you write the matrix code now, it'll benefit you immensely, should you need it again later for something such as physics or animation. Linear math is useful all throughout a project.
#8 Members - Reputation: 98
Posted 31 August 2011 - 12:52 AM
just as a note Ectara is 1000% right and for those finding it hard to get into openGL without fixed function read http://developer.android.com/guide/topics/graphics/opengl.html, it is talking about android but their openGL es2.0 example was exactly what I was looking for when I created this post!






