Nokia just released Carbide 2.0. And the big news is that it’s free, even the OEM edition, which was about $1200 in the past. I know that 3rd party developers don’t require the OEM edition features, but it’s still nice to receive that for free. I was able to start my own snes9x port, because [...]
Archive of posts filed under the OpenGL ES category.
Rendering frames with OpenGL ES
The OpenGL ES frameworks expect to have image size to be powers of two. Therefore we create 256×256 frame and then create our image into it as a sub frame. Here is an example of opengl es init function. #include "OpenGLES.h" _LIT( KTESTDATASNES, "c:\\Data\\test_data\\test_565.mbm"); _LIT( KTESTDATA256x239, "c:\\Data\\test_data\\test_256x239.mbm"); static GLuint texture; static GLint format; static GLint [...]
Studying Opengl ES
I have purchased two books about OpenGL ES. The one on the right “OpenGL ES game development” I bought several years ago. Its primary focused for an average developer, who wants to learn OpenGL ES and has OpenGL background. The book has chapter about fixed point math and other limitations to deal with mobile devices. [...]
