Sadly the OpenGL template provided by Xcode has changed at some point — the current code (as of Xcode 3.2.5, creating an iOS Application with the 'OpenGL ES Application' template) no longer supplies a separate ES1Renderer. M and ES2Renderer. M, preferring to provide a single, simplified EAGLView.
M and to perform runtime tests within GLTestViewController.m. With that in mind, I modified GLTestViewController. M's awakeFromNib no longer to attempt to get an ES 2 context.
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I use xcode Opengl App template to create a sample. I am new to opengles, and having to try re-write the 'render' method in ES1Renderer. M I try create a texture and show it on the screen, but nothing showed.
Someone can help me? I have no idea how to fix it: - (void)render { int imageW = 16; int imageH = 16; GLubyte *textureData = (GLubyte *) malloc(imageW * imageH "); glDeleteTextures(1, &textureId); // This application only creates a single color renderbuffer which is already bound at this point. // This call is redundant, but needed if dealing with multiple renderbuffers.
GlBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer); context presentRenderbuffer:GL_RENDERBUFFER_OES; } iphone ipad opengl-es texture link|improve this question asked Dec 16 '10 at 9:54qrtt11,0681416 82% accept rate.
Sadly the OpenGL template provided by Xcode has changed at some point — the current code (as of Xcode 3.2.5, creating an iOS Application with the 'OpenGL ES Application' template) no longer supplies a separate ES1Renderer. M and ES2Renderer. M, preferring to provide a single, simplified EAGLView.
M and to perform runtime tests within GLTestViewController.m. With that in mind, I modified GLTestViewController. M's awakeFromNib no longer to attempt to get an ES 2 context: - (void)awakeFromNib { EAGLContext *aContext = nil;//EAGLContext alloc initWithAPI:kEAGLRenderingAPIOpenGLES2; if (!aContext) { aContext = EAGLContext alloc initWithAPI:kEAGLRenderingAPIOpenGLES1; } if (!aContext) NSLog(@"Failed to create ES context"); else if (!EAGLContext setCurrentContext:aContext) NSLog(@"Failed to set ES context current"); self.
Context = aContext; aContext release; (EAGLView *)self. View setContext:context; (EAGLView *)self. View setFramebuffer; if (context API == kEAGLRenderingAPIOpenGLES2) self loadShaders; animating = FALSE; animationFrameInterval = 1; self.
DisplayLink = nil; } And copied and pasted relevant portions of your code into drawFrame: - (void)drawFrame { (EAGLView *)self. View setFramebuffer; // Replace the implementation of this method to do your own custom drawing. Static const GLfloat squareVertices = { -0.5f, -0.33f, 0.5f, -0.33f, -0.5f, 0.33f, 0.5f, 0.33f, }; const GLfloat textureCoords = { 0, 0, 1, 0, 0, 1, 1, 1, }; static float transY = 0.0f; glClearColor(0.5f, 0.5f, 0.5f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); int imageW = 16; int imageH = 16; GLubyte *textureData = (GLubyte *) malloc(imageW * imageH View presentFramebuffer; } The result works entirely as you seem to intend.
At a guess, is it possible either that: you're setting something other than the identity as your projection matrix, causing your geometry to be clipped because it is placed at z = 0? You've neglected properly to abandon an attempt at ES 2 rendering, causing unexpected results because tasks like textured rendering aren't hardwired in with ES 2 in the same way that they are with ES1?
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