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Brian Cannard avesus

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1. The texture target needs to be GLES20.GL_TEXTURE_EXTERNAL_OES instead of GL_TEXTURE_2D, e.g. in the glBindTexture calls and glTexParameteri calls.
2. In the fragment shader define a requirement to use the extension:
#extension GL_OES_EGL_image_external : require
3. For the texture sampler used in the fragment shader, use samplerExternalOES instead of sampler2D.
Everything below here is all in the C code, no more Java.
4. In the C code, use glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, eglImage) to specify where the data is, instead of using glTexImage2D family of functions.
float screenResolution() {
struct utsname systemInfo;
uname(&systemInfo);
char *name = systemInfo.machine;
float ppi;
if ((strstr(name, "iPod") != NULL) && (strstr(name, "iPod4") == NULL)) {
// older ipod touches
ppi = 163;
} else if ((strstr(name, "iPhone") != NULL) && (strstr(name, "iPhone3") == NULL)) {
@avesus
avesus / pyproto.py
Last active August 29, 2015 14:08 — forked from foxbunny/pyproto.py
""" https://bitbucket.org/brankovukelic/pyproto """
from copy import copy
__all__ = ['Object']
class Object(object):
"""Base prototype for prototypal object model in Python
To create a new object, simply instantiate an Object instance::
push = (element) -> (stack) ->
newStack = [element].concat stack
{value: element, stack: newStack}
pop = (stack) ->
element = stack[0]
newStack = stack.slice 1
{value: element, stack: newStack}
bind = (stackOperation, continuation) -> (stack) ->