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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: Vincent Habchi <email@hidden>
  • Date: Tue, 02 Jul 2013 22:15:22 +0200

Hi David,

I made it work eventually. I just figured out both the frame buffer and the render buffer must be bound before drawing. Now I have a fine blue screen, so I guess I can go ahead after a good sleep. :)

> 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.

I use the GLKit for matrix operations. It is very handy. But I like being able to tinker with OpenGL the hard way: I begun as a assembly kernel programer, I still appreciate low level APIs over higher abstractions!

Just a further question: on a CAEAGLLayer backed view, [view setNeedDisplay] does nothing, doesn’t it?

Thanks for your answer!
Vincent


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  • Follow-Ups:
    • Re: iOS OpenGL ES woes
      • From: David Duncan <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>)
 >Re: iOS OpenGL ES woes (From: David Duncan <email@hidden>)

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