Multiple render targets opengl es 2.08/26/2023 initialize byte buffer for the draw list UvBuffer = ByteBuffer.allocateDirect(uvArray.length * 4) GLRenderer: public class GLRenderer implements Renderer // The order of vertexrendering. _GLES20.glActiveTexture(GLES20.GL_TEXTURE0) īut since these constants are limited (0 to 31), is there a better way to render more than 32 small images without losing the images' uniqueness? I read that if I have to render 2 images, I need to use GL_TEXTURE0 and GL_TEXTURE1, instead of just using GL_TEXTURE0. I suspect it is something related to how I create textures in MySprite class. Problem is that when I render 2 images, first one is replaced by the later one in its place, hence second one is rendered twice. GLRenderer is where the rendering is handled (it implements `Renderer`.).ShaderHelper manages creation of shaders and linking them to a program.Batcher draws all the sprites in one go.
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