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Re: iOS OpenGL ES woes
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Re: iOS OpenGL ES woes


  • Subject: Re: iOS OpenGL ES woes
  • From: David Duncan <email@hidden>
  • Date: Tue, 02 Jul 2013 12:53:48 -0700

Honestly my first question would be why not use GLKit (which the Xcode OpenGL ES template should be using by default) instead? It pretty much sets up all the expected bits for you.

On Jul 2, 2013, at 12:46 PM, Vincent Habchi <email@hidden> wrote:

> On 2 juil. 2013, at 17:54, Vincent Habchi <email@hidden> wrote:
>
>> Uh, I just realized I had overlooked the call to EAGLContext presentRenderbuffer. It should work better when I add it.
>
> It doesn’t work even with that call added. I don’t really grasp when the CAEAGLLayer gets somehow hooked to the render buffer. Maybe I should ask on the OpenGL list instead.
>
> Vincent
>
>
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  • Follow-Ups:
    • Re: iOS OpenGL ES woes
      • From: Vincent Habchi <email@hidden>
    • Re: iOS OpenGL ES woes
      • From: Vincent Habchi <email@hidden>
References: 
 >iOS OpenGL ES woes (From: Vincent Habchi <email@hidden>)
 >Re: iOS OpenGL ES woes (From: vincent habchi <email@hidden>)
 >Re: iOS OpenGL ES woes (From: Vincent Habchi <email@hidden>)

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