i am trying to build an OpenGL 2D GUI system, (yeah yeah, i know i should not be re inventing the wheel, but this is for educational and some other purpose only),
i have built GUI system before using 2D systems such as that of HTML/JS canvas, but in 2D system, i can directly match a mouse coordinates to the actual graphic coordinates with additional computation for screen size/ratio/scale ofcourse.
now i want to port it to OpenGL, i know that to render a 2D object in OpenGL we specify coordiantes in Clip space or use the orthographic projection, now heres what i need help about.
1. what is the right way of rendering the GUI? is it thru drawing in clip space or switching to ortho projection?
2. from screen coordinates (top left is 0,0 nd bottom right is width height), how can i map the mouse coordinates to OpenGL 2D so that mouse events such as button click works? In consideration ofcourse to the current screen/size dimension.
lastly, if you guys know any books, resources, links or tutorials that handle or discuss this, i found one with marekknows opengl game engine website but its not free,
Just let me know. Did not have any luck finding resource in google for writing our own OpenGL GUI framework.
IF there are no any available online, just let me know, what things do i need to look into for OpenGL and i will study them one by one to make it work.
thank you, and looking forward to positive replies.
I've been making pretty good use of texture atlases in my current game, but as I find myself forced to use another texture (to enable generating tex coords for point sprites), I'm wondering if there may be a better way than currently batching by texture, and calling glBind before each batch.
Instead is it more efficient to pre-bind a whole set of textures to all the available active texture slots, then simply only read from the ones I'm interested in in the fragment shaders (or call glUniform to change the active texture used by the frag shader). Is there any performance penalty to have a load of textures bound, but not being used?
Is this a practical way to work on GLES 2.0, and are there any typical figures for how many active texture slots should be available on mobiles? I'm getting the impression the minimum is 8.
This may make a difference as I'm having to do several render passes on some frames.
Hi all, I am busy working on a small project where by I wont to use a webcam to track a users 'eye position' (vector from persons eye position relative to the center of the screen) and use this 'camera angle' to manipulate a threeJS scene (or maybe just straight webGL) such that it looks like the screen itself is a 'window' into a 3d environment. Too accomplish this I believe all that is required (assuming you already have the 'eye camera angle') is to manipulate the view matrix. For instance the image on the left would be a typical view frustum for a standard view matrix given a straight camera angle. The image on the right would be the ideal matrix and resulting view frustum if the 'eye camera position' were moved upwards.
Is this as simple as swapping out the standard view matrix used?
What would said matrix look like.
Please bare in mind when answering, that I know as much about linear algebra as a first grader.
This is my first project for android.
I was very interested of making games, and find LibGDX framework, and there I started. After 6-7 month I finished first mode for my game.
So here we go ^^
Undercore - hardcore runner for android.
You have to use skills like jump and stay on line. And you goal is to make a highscore dodging obstacles.
○ Improve your skills - the way will be rough, will you become a master?
○ Contest - your friend hit 40 points? Double score and make him jealous!
○ Collect - buy new color themes that would make the gameplay brighter!
○ Achieve - beat records, die, earn. Collect achivements. No pain no gain.
Youtube - Gameplay
I hope you enjoy it and also wait for feedback
I can't make clickable button.Sorry, just link: https://goo.gl/dG1dLj
This video gives an overview of differing features an OpenGL ES developer would encounter when starting to develop with the Vulkan API.