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Re: I'm so angry.
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Re: I'm so angry.


  • Subject: Re: I'm so angry.
  • From: John Stauffer <email@hidden>
  • Date: Sun, 30 Jun 2002 09:57:04 -0700

My guess would be with the OpenGL init code and not the rendering code. One common problem is with thinking you got a double buffered context, but in fact you initialized the OpenGL view incorrectly.

As an experiment but a glFlush at the end of the rendering to see if your context is a single buffered context.

John

On Sunday, June 30, 2002, at 09:24 AM, Josh Morris wrote:

Sorry about the cross-posting, but it is directly applicable to both Cocoa and OpenGL, so I decided to try all venues.

I stayed up all night making a cocoa framework for modeling 3D objects, only to find that the gl* commands that are in the framework don't generate any graphics. The exact same code generates a square perfectly if not in a framework.

My code is:
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glBegin(GL_QUADS);
glColor4f(1.0, 0.0, 0.0, 1.0);
glVertex3f(-0.5, -0.5, 0.0);

glColor4f(0.0, 1.0, 0.0, 1.0);
glVertex3f(0.5, -0.5, 0.0);

glColor4f(0.0, 0.0, 1.0, 1.0);
glVertex3f(0.5, 0.5, 0.0);

glColor4f(1.0, 0.0, 1.0, 1.0);
glVertex3f(-0.5, 0.5, 0.0);
glEnd();
glRotatef(-0.3, 0.0, 0.0, 1.0);

Jacked straight from the apple initGL example...

Is there any reason why GL code wouldn't run from inside a cocoa framework? Thanks for any help.
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    • Re: I'm so angry.
      • From: Josh Morris <email@hidden>
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 >I'm so angry. (From: Josh Morris <email@hidden>)

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