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progman_rus

Member Since 25 Dec 2008
Offline Last Active Private
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Topics I've Started

Could you check a quality of the translation to Spanish language?

05 April 2013 - 03:30 AM

We found a translater from English to Spanish. But I am not sure about his qualification.

He made a small test case for me.

Could you check a quality of the translation ?

 

 

 

El sitio web de la red social “Odnoklassniki” odnoklassniki.ru dejo de funcionar en la tarde del jueves, 4 de abril. Los servicios Down For Everyone Or Just Me y HostTracker confirman problemas con el acceso a “Odnoklassniki”.
En la pagina principal de la red social se muestra el banner que dice que se estan realizando trabajos tecnicos en el sitio. Se ofrece visitar el sitio web mas tarde.
Como informo en su cuenta de Twitter la portavoz de la red social “Odnoklassniki”, Maria Lapuk, la causa de mal funcionamiento del sitio web es fallo del equipo. Disminuyo tambien suposiciones sobre un ataque DDoS. En el comentario a "Lenta.ru" la portavoz afirmo que hay algunos problemas con el equipo que se estan resolviendo.
“Odnoklassniki” es uno de los sitios web mas populares en el segmento ruso de la red. Segun datos de Liveinternet su audiencia diaria supera los 39 millones de usuarios.


mistake with textures coord

04 May 2012 - 09:11 AM

I have the vertex structure
struct Vertex
{
GLfloat x, y;
GLfloat r, g, b, a;
GLfloat tu, tv;
};

#define VERTEX_ARRAY 0
#define VERTEXCOLOR_ARRAY 1
#define TEXCOORD_ARRAY 2


I use it for draw 2D primitives.
test platform - Samsung Galaxy Tab

today I lunch app on the Sumsung Galaxy S II
I am in shock - there x/y is texture coord and tu/tv is world coordinats. They are reversed!!!

this is my shader

attribute vec4 vPosition;
attribute mediump vec4 vColor;
attribute mediump vec2 uv;
varying mediump vec4 vVertexColor;
varying mediump vec2 myTexCoord;
void main()
{
  gl_Position  = vPosition;
  vVertexColor  = vColor;
  myTexCoord   = uv;
}
precision mediump float;
uniform sampler2D sampler2d;
varying mediump vec4 vVertexColor;
varying mediump vec2 myTexCoord;
void main()
{
   gl_FragColor = texture2D( sampler2d, myTexCoord) * vVertexColor ;
}


this is render function for draw all primitives

glBindBuffer( GL_ARRAY_BUFFER, vertexBuffer );// Bind the VBO.
glBufferSubData( GL_ARRAY_BUFFER, 0, m_CurrentVertexIndex * g_ui32VertexStride, vertices );

glEnableVertexAttribArray( VERTEX_ARRAY );
glVertexAttribPointer( VERTEX_ARRAY, 2, GL_FLOAT, GL_FALSE, g_ui32VertexStride, 0 );

glEnableVertexAttribArray( VERTEXCOLOR_ARRAY );
glVertexAttribPointer( VERTEXCOLOR_ARRAY, 4, GL_FLOAT, GL_FALSE, g_ui32VertexStride, (void*) (2 * sizeof(GLfloat) ) );

glEnableVertexAttribArray( TEXCOORD_ARRAY );
glVertexAttribPointer( TEXCOORD_ARRAY, 2, GL_FLOAT, GL_FALSE, g_ui32VertexStride, (void*) (6 * sizeof(GLfloat) ) );

glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, indexBuffer );
glDrawElements( GL_TRIANGLES, 3 * m_RenderTriangleCount, GL_UNSIGNED_SHORT, (void*)0);

How to fix it? How to setup for GL that first is world coord, next is color and next is texture coord?

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