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  • EAGLView orientation changes and strange buffering

    - by Drew
    I'm writing an app that offloads some heavy drawing into an EAGLView, and it does some lightweight stuff in UIKit on top. It seems that the GL render during an orientation change is cached somewhere, and I can't figure out how to get access to it. Specifically: After an orientation change, calling glClear(GL_COLOR_BUFFER_BIT) isn't enough to clear the GL display (drawing is cached somewhere?) How can I clear this cache? After an orientation change, glReadPixel() can no longer access pixels drawn before the orientation change. How can I get access to where this is stored?

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  • iPad Gestures. How Do I Force a Child View to Discard Gesture Events.

    - by dugla
    On iPad, I have a parent-child view hierarchy. The parent is a fullscreen EAGLView and the child is a UIToobar. The parent has pan/touch/pinch gesture recognizers attached. When gestures occur on the child (toolbar) they are passed on to the parent (fullscreen view). Not what I want. How do I force the toolbar to discard/ignore gestures? Thanks, Doug

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  • iPhone OpenGL Splash Screen? How?

    - by Kyle
    My app is based pretty much on the EAGLView in the SDK. It doesn't incorporate a ViewController. Rather it simply inits GL and starts painting immediately.. Currently, my app will load a very small PNG and displays it as quickly as possible. On a 3GS this is rather instant, but on a 3G it can take about 2 seconds. In the latter case of the 3G, the user is looking at a black screen for that time. Is this behavior allowed by Apple? Is there any way to alter this SDK example so that it makes use of 'default.png'? It doesn't seem so straight forward to me. I want my user to see an image as quickly as possible, and I also don't want to be rejected for such a little quirk like this as well. In the guidelines, they encourage you to use default.png for standard applications to show a sort of mockup of the interface while it actually loads. I want to initialize OpenGL, and ALSO display this. This default.png is loaded before the app screen launches. This is EXACLTY what I want to make use of. Any help is appreciated. Thanks!

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  • iPad. UIBarButtonItem has an undocumented view of type UIToolbarTextButton. Huh?

    - by dugla
    I have an iPad app where I have a view controller that is the UIGestureRecognizerDelegate for a number of UIGestureRecognizers. I have implemented the following method of UIGestureRecognizerDelegate: - (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch { // Double tapping anywhere on the screen hides/shows the toolbar if ([gestureRecognizer isKindOfClass:[UITapGestureRecognizer class]] == YES) { if (touch.tapCount == 2) { self.toolbar.hidden = self.toolbar.isHidden ? NO : YES; } // if (touch.tapCount == 2) } // if ([gestureRecognizer isKindOfClass:[UITapGestureRecognizer class]] == YES) // All gestures are ignored unless they happen on the fullscreen EAGLView if ([touch.view isKindOfClass:[EAGLView class]] == NO) { return NO; } // if ([touch.view isKindOfClass:[EAGLView class]] == NO) return YES; } My setup is a fullscreen EAGLView with a UIToolbar atop the EAGLView. There is a UIBarButtonItem on the toolbar. The idea here is that double-tapping anywhere toggles the appearance of the toolbar. All other gestures must occur on the EAGLView. My problem is that taps directly on the UIBarButtonItem show touch.view to be the UIView subclass UIToolbarTextButton which is undocumented and can't be introspected. Huh? Can someone suggest a work around, preferably that uses introspective goodness of some form? Thanks, Doug Thanks, Doug

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  • Why Does the iPad Toolbar Refuse to Reappear When Orientation Changes?

    - by dugla
    I have a fullscreen OpenGL iPad app that behaves correctly for all orientation changes. I now want to add a UIToolbar programmatically and while it appears correctly in launch orientation - portrait in the Xcode simulator - it dissapears when the orientation changes to landscape. Change the orientation back to portrait and the Toolbar reapppears. Huh? - (void)loadView { NSLog(@"EAGL ViewController - load View"); CGRect frame = [[UIScreen mainScreen] applicationFrame]; EAGLView *eaglView = [[[EAGLView alloc] initWithFrame:frame] autorelease]; self.view = eaglView; [[NSBundle mainBundle] loadNibNamed:@"Toolbar" owner:self options:nil]; NSLog(@"%@", [[self.toolbar class] description]); [self.view addSubview:self.toolbar]; [self.view bringSubviewToFront:self.toolbar]; } What have I failed to do here? Thanks, Doug

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  • Iphone memory leak with malloc

    - by Icky
    Hello. I have memory leak, found by instruments and it is supposed to be in this line of code: indices = malloc( sizeof(indices[0]) * totalQuads * 6); This is actually a code snippet from a tutorial, something which i think is leak-free so to say. Now I reckon, the error is somewhere else, but I do not know, where. These are the last trackbacks: 5 ColorRun -[EAGLView initWithCoder:] /Users/thomaskopinski/programming/colorrun_3.26/Classes/EAGLView.m:98 4 ColorRun -[EAGLView initGame] /Users/thomaskopinski/programming/colorrun_3.26/Classes/EAGLView.m:201 3 ColorRun -[SpriteSheet initWithImageNamed:spriteWidth:spriteHeight:spacing:imageScale:] /Users/thomaskopinski/programming/colorrun_3.26/SpriteSheet.m:68 2 ColorRun -[Image initWithImage:scale:] /Users/thomaskopinski/programming/colorrun_3.26/Image.m:122 1 ColorRun -[Image initImpl] /Users/thomaskopinski/programming/colorrun_3.26/Image.m:158 0 libSystem.B.dylib malloc Does anyone know how to approach this?

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  • How to create games with scrolling?

    - by Chandan Shetty SP
    In games like city story or we farm how do they implement scrolling? To do scrolling using UIScrollView the EAGLView size has to be bigger. In those games EAGLView size look like more than 1024*1024. But there is limitation in viewport size in iphone devices(in 3G iphone max is 1024). I played those games in 3G iphone they are working fine. Any idea how they implemented their scrolling mechanism?

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  • OpenGL view in an iPad splitview

    - by dc
    I'm attempting to add an OpenGL view (such as the one given in Apple's sample code) as the detail view of an iPad's splitview but am running into issues. I've taken the sample code from the base OpenGL project and attempted to add it as a subview of my DetailViewController - ie EAGLView *glview = [[EAGLView alloc] initWithFrame:CGRectMake(0,0,100,100)] but when I add it to the main view and call startAnimating on it, nothing at all happens. Any solutions to this? I have never worked with OpenGL before so perhaps I'm doing this all wrong.

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  • Renderbuffer Width (Open GL ES)

    - by Josh Elsasser
    I'm currently experiencing an issue with an Open GL ES renderbuffer where the backing and width are are both set to 15. Is there any way to set them to the width of 320 and 480? My project is built up on Apple's EAGLView class and ES1Renderer, but I've moved it from the app delegate to a controller. I also moved the CADisplayLink outside of it (I update my game logic with the timestamp from this) Any help would be greatly appreciated. I add the glview to the window as follows: CGRect applicationFrame = [[UIScreen mainScreen] applicationFrame]; [window addSubview:gameController.glview]; [window makeKeyAndVisible]; I synthesize the controller and the glview within it. The EAGLView and Renderer are otherwise unmodified. Renderer Initialization: // Get the layer CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer; eaglLayer.opaque = TRUE; eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithBool:FALSE], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil]; renderer = [[ES1Renderer alloc] init]; Render "resize from layer" Method - (BOOL)resizeFromLayer:(CAEAGLLayer *)layer { // Allocate color buffer backing based on the current layer size glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer); [context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:layer]; glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth); glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight); NSLog(@"Backing Width:%i and Height: %i", backingWidth, backingHeight); if (glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) { NSLog(@"Failed to make complete framebuffer object %x", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES)); return NO; } return YES; }

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  • Set Renderbuffer Width and Height (Open GL ES)

    - by Josh Elsasser
    I'm currently experiencing an issue with an Open GL ES renderbuffer where the backing and width are are both set to 15. Is there any way to set them to the width of 320 and 480? My project is built up on Apple's EAGLView class and ES1Renderer, but I've moved it from the app delegate to a controller. I also moved the CADisplayLink outside of it (I update my game logic with the timestamp from this) Any help would be greatly appreciated. I add the glview to the window as follows: CGRect applicationFrame = [[UIScreen mainScreen] applicationFrame]; [window addSubview:gameController.glview]; [window makeKeyAndVisible]; I synthesize the controller and the glview within it. The EAGLView and Renderer are otherwise unmodified. Renderer Initialization: // Get the layer CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer; eaglLayer.opaque = TRUE; eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithBool:FALSE], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil]; renderer = [[ES1Renderer alloc] init]; Render "resize from layer" Method - (BOOL)resizeFromLayer:(CAEAGLLayer *)layer { // Allocate color buffer backing based on the current layer size glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer); [context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:layer]; glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth); glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight); NSLog(@"Backing Width:%i and Height: %i", backingWidth, backingHeight); if (glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) { NSLog(@"Failed to make complete framebuffer object %x", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES)); return NO; } return YES; }

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  • iPhone + OpenGL. How Do I Correctly Switch From Landscape to Portrait?

    - by dugla
    Because of the additional complexity of drawing via an EAGLView vs. a UIView I was wondering of someone has found a robust way to handle changing the device orientation from Landscape to Portrait. One approach is to tear down the framebuffer and rebuild from scratch which would require saving/retrieving scene state. The other would be far simpler: just rotate and resize the view. What is the best practice for this? Thanks, Doug

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  • OpenGL ES functions not accepting values originating outside of it's view

    - by Josh Elsasser
    I've been unable to figure this out on my own. I currently have an Open GLES setup where a view controller both updates a game world (with a dt), fetches the data I need to render, passes it off to an EAGLView through two structures (built of Apple's ES1Renderer), and draws the scene. Whenever a value originates outside of the Open GL view, it can't be used to either translate objects using glTranslatef, or set up the scene using glOrthof. If I assign a new value to something, it will work - even if it is the exact same number. The two structures I have each contain a variety of floating-point numbers and booleans, along with two arrays. I can log the values from within my renderer - they make it there - but I receive errors from OpenGL if I try to do anything with them. No crashes result, but the glOrthof call doesn't work if I don't set the camera values to anything different. Code used to set up scene: [EAGLContext setCurrentContext:context]; glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer); //clears the color buffer bit glClear(GL_COLOR_BUFFER_BIT); glMatrixMode(GL_PROJECTION); //sets up the scene w/ ortho projection glViewport(0, 0, 320, 480); glLoadIdentity(); glOrthof(320, 0, dynamicData.cam_x2, dynamicData.cam_x1, 1.0, -1.0); glClearColor(1.0, 1.0, 1.0, 1.0); /*error checking code here*/ "dynamicData" (which is replaced every frame) is created within my game simulation. From within my controller, I call a method (w/in my simulation) that returns it, and pass the result on to the EAGLView, which passes it on to the renderer. I haven't been able to come up with a better solution for this - suggestions in this regard would be greatly appreciated as well. Also, this function doesn't work as well (values originate in the same place): glTranslatef(dynamicData.ship_x, dynamicData.ship_y, 0.0); Thanks in advance. Additional Definitions: Structure (declared in a separate header): typedef struct { float ship_x, ship_y; float cam_x1, cam_x2; } dynamicRenderData; Render data getter (and builder) (every frame) - (dynamicData)getDynRenderData { //d_rd is an ivar, zeroed on initialization d_rd.ship_x = mainShip.position.x; d_rd.ship_y = mainShip.position.y; d_rd.cam_x1 = d_rd.ship_x - 30.0f; d_rd.cam_x2 = d_rd.cam_x1 + 480.0f; return d_rd; } Zeroed at start. (d_rd.ship_x = 0;, etc…) Setting up the view. Prototype (GLView): - (void)draw: (dynamicRenderData)dynamicData Prototype (Renderer): - (void)drawView: (dynamicRenderData)dynamicData How it's called w/in the controller: //controller [glview draw: [world getDynRenderData]]; //glview (within draw) [renderer drawView: dynamicData];

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  • iphone basic game loop

    - by Mrigank Gupta
    I am little confused with my Opengl game loop. as I am skipping touch events some times. My game loop is some thing like this.. I have ScreenManager which draw and update all game screens who so ever has control.In update I am checking input of all screen also. if input state changes, then whichever screen has control, consume touches. EaglView draw update | | ScreenManager.draw ScreenManager.update -> handle input stack ___________ ___________ of ___________ ___________ screen ___________ ___________ Problem comes.. I am changing input state as touch begun and end methods called. but sometimes In my game loop both touchbegun/end methods get called between two updates and I am missing events. I guess approach is not good. can you guys share your approach to this problem.

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  • Set the Image brightness and contrast using OpenGL ES.

    - by Viral
    hi friends, I want to set Image Brightness and contras of images that are in my photo library, I got the code from http://developer.apple.com/iphone/library/samplecode/GLImageProcessing/Introduction/Intro.html, but that will work on the EAGL layer i.e. all the effects are provided on image that is put initially not on the image that are selected from the photo library ,as this function will work on the view(EAGLview) and not on the image view. so how to change the brightness and contras of any images that are selected from the photo library?? if any one know this please let me know.. regards viral.

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  • Why does UIImageView "darken"/saturate PNG images, and can I stop it?

    - by Ben
    I have a PNG file in a UIImageView, and next to that I have an EAGLView which displays the continuation of that same image (long story) as a texture, carved from the same original PNG. The point is, that these images, which should match up flawlessly, actually have somewhat differing color saturation. Normally I'd blame my handling of the PNG texture load in GL, but when I hold Preview (with the PNG) up to the iPhone simulator, it's GL that's spot on, and the UIImageView that's wrong! It's taken the image and made it ever-so-slightly more saturated. The image view is opaque with 100% alpha. I verified this on a clean UIImageView with another PNG file when put next to Preview. Anyone know what's up?

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  • How much more complex is it to draw simple curves, lines and circles in OpenGL ES rather than in Qua

    - by mystify
    Is OpenGL ES really so much faster? Why? And is it really so horrible complicated to draw such simple things in OpenGL ES compared to drawing these in Quartz 2D? For example, I have a UIView subclass with -drawRect: implemented, where I draw some lines, curves and circles. Just simple paths, with some shadow. What would I do in OpenGL ES? Isn't there this nice EAGLView layer thing? One thing that comes to mind is how do touch events go into OpenGL ES? Maybe that's the complex thing about it? Are there tutorials on basic drawing operations in OpenGL ES?

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  • Rapid taps on an OpenGL ES app introducing input delay

    - by Tim R.
    I am starting out writing a 2D game in OpenGL ES, and I have encountered an odd problem: if I rapidly tap the touchscreen, the input starts lagging behind the display. The more times I tap, the more delay it causes between the input and any indication of that input onscreen. It only happens if I intentionally tap very rapidly, but not from tapping and dragging with any number of fingers. What could be causing this? Excessive details follow: Both accelerometer input and taps are delayed by just tapping. The only events I am responding to are touchesBegan (below) in my EAGLView and accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration in my Game object. There doesn't seem to be any upper limit to the amount of delay: I've gotten up to 12 seconds of delay by tapping rapidly with five fingers. I have not seen any drops in framerate (it stays constantly at 60 fps) in the OpenGL ES tool in Instruments or by taking 1/the time between updates. Possibly relevant code: - (void) drawView:(id) sender { [game update:allTouches]; [renderer render:game]; } -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { allTouches = [event allTouches]; } allTouches is a pointer that gets passed to my Game every update, which passes it to each GameObject in their update methods.

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  • iPad3 HD Black Screen in Portrait Orientation

    - by Jason Brooks
    I'm currently updating my game using XCode 4.3.1 and an iPad3. WHen iPAD HD mode is selected, I get a black screen when I change the scene from the AppDelegate. I'm using COCOS2d v1.0.1 My Game is portrait only mode, and I think I've tracked the problem down. If you create a new project with the default HelloWorld Layer, it works on the iPad3 and it's simulator in HD. However if you change the following code :- -(BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { ... #elif GAME_AUTOROTATION == kGameAutorotationUIViewController // // EAGLView will be rotated by the UIViewController // // Sample: Autorotate only in landscpe mode // // return YES for the supported orientations //return ( UIInterfaceOrientationIsLandscape( interfaceOrientation ) ); return ( UIInterfaceOrientationIsPortrait ( interfaceOrientation ) ); //return NO; ... } In RootViewController.m You see a black screen for the iPad3 real device and simulator. It works as expected on all devices, iPhone/iPod Touch, and iPad 1 and 2. If I change the statement back to return ( UIInterfaceOrientationIsLandscape( interfaceOrientation ) ); I get the Hello World rendered to the screen, but it is in landscape only on iPad3. Has anyone else encountered this and have any suggestions for a fix? The project is quite large to upgrade to the latest V1 Beta code.

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  • Cocos2d and MPMoviePlayerViewController - NSNotificationCenter not working

    - by digi_0315
    I'm using cocos2d with MPMoviePlayerViewController class, but when I tryed to catch notification status when the movie is finished I got this error: Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[NSCFString movieFinishedCallback]: unrecognized selector sent to instance 0x5d23730' my playVideoController.m are: @implementation PlayVideoViewController +(id) scene{ CCScene *scene = [CCScene node]; CCLayer *layer = [credits node]; [scene addChild: layer]; return scene; } -(id)initWithPath:(NSString *)moviePath{ if ((self = [super init])){ movieURL = [NSURL fileURLWithPath:moviePath]; [movieURL retain]; playerViewController = [[MPMoviePlayerViewController alloc] initWithContentURL:movieURL]; player = [playerViewController moviePlayer]; [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(movieFinishedCallback) name:MPMoviePlayerPlaybackDidFinishNotification object:player]; [[[CCDirector sharedDirector] openGLView] addSubview:playerViewController.view]; [player play]; } return self; } -(void)movieFinishedCallback{ CCLOG(@"video finished!!"); } in .h: #import <UIKit/UIKit.h> #import "cocos2d.h" #import <MediaPlayer/MediaPlayer.h> @interface PlayVideoViewController : CCLayer { NSURL *movieURL; MPMoviePlayerViewController *playerViewController; MPMoviePlayerController *player; } +(id) scene; @end and I call it in appDelegate.m: - (void) applicationDidFinishLaunching:(UIApplication*)application { CC_DIRECTOR_INIT(); CCDirector *director = [CCDirector sharedDirector]; [director setDeviceOrientation:kCCDeviceOrientationLandscapeLeft]; EAGLView *glView = [director openGLView]; [glView setMultipleTouchEnabled:YES]; [CCTexture2D setDefaultAlphaPixelFormat:kTexture2DPixelFormat_RGBA8888];//kEAGLColorFormatRGBA8 NSString *path = [[NSBundle mainBundle] pathForResource:@"intro" ofType:@"mov" inDirectory:nil]; vi ewController = [[[PlayVideoViewController alloc] initWithPath:path] autorelease]; } what i'm doing wrong? anyone can help me please?? I'm try to solve it since a lot of hours ago but I can't!

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  • How do you use glFrustrum in OpenGL ES1 on iPhone

    - by Paul
    So I am using Xcode 3.2.1 and am trying to make an iPhone OpenGL ES1 project. The default template for an opengl project is ok, but I have been trying to split the code up so not everything is done per frame on the drawView() call. I have a seperate setupRC method that sets the lighting, turns on depth test, turns on culling and sets the clear color. This is called on the init of the EAGLView and this works just fine. I have took the glViewport() and glFrustrum() calls and put them at the end of the resizeFromLayer() method in the ES1Renderer.m file. This gets hit when the app starts and when the app gets resized as it should. Now the problem is the frustrum's far seems to be messed up, as in all my objects get cut / clipped off. I tried adjusting the camera position and angle and it still all objects are cut / clipped. I increased the far from 1000.0f to 30000.0f and still get the same result. What is crazy is that if i call both the glViewport() and glFrustrum() calls in the drawView() every frame everything looks right. Nothing is clipped and looks like i want it. From everything I've been reading the frustrum and viewport calls only need to be called when the window / gets made and resizes, but If I don't call it every frame in my project it doesn't work. Any ideas? Thanks In Advance

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  • Mysterious Flickering Visual Artifact

    - by Axis
    A flashing bar of red appears at the top of the EAGLView that I have added as a subview in my iPhone app. It flickers on and off (i.e., one frame it's there, the next frame it's not, the next frame it's there again). I have removed a lot of code from my app until I'm essentially left with the stock OpenGL-ES project and a few changes: The glview is not fullscreen; it's a subview. I enabled the depth buffer. I'm not even trying to draw anything. If the glview is fullscreen, or if I disable the depth buffer, then there is no flicker and it works fine. But needless to say, this is a 3D view and I'd like to be able to display it within a larger UIKit view. I'm not sure what code would be useful to post, but here's how I add the glview to my main view: appDelegate.glView.frame = CGRectMake(245, 65, 215, 215); [self.view addSubview:appDelegate.glView]; [appDelegate.glView startAnimation]; Here's my render function: - (void) render { [EAGLContext setCurrentContext:context]; glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer); glViewport(0, 0, backingWidth, backingHeight); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer); [context presentRenderbuffer:GL_RENDERBUFFER_OES]; } It seems pretty obvious to me that the problem lies with the depth buffer somehow, but I'm not sure why. Also, it works fine in the simulator, but not on my iphone. I'm using iPhone OS 3.1. Any ideas on where to look for a problem?

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  • How do I stack images to simulate depth using Core Animation?

    - by Jeffrey Berthiaume
    I have a series of UIImages with which I need to simulate depth. I can't use scaling because I need to be able to rotate the parent view, and the images should look like they're stacked visibly in front of each other, not on the same plane. I made a new ViewController-based project and put this in the viewDidLoad (as well as attached three 120x120 pixel images named 1.png, 2.png, and 3.png): - (void)viewDidLoad { // display image 3 UIImageView *three = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"3.png"]]; three.center = CGPointMake(160 + 60, 240 - 60); [self.view addSubview:three]; // rotate image 3 around the z axis // THIS IS INCORRECT CATransform3D theTransform = three.layer.transform; theTransform.m34 = 1.0 / -1000; three.layer.transform = theTransform; // display image 2 UIImageView *two = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"2.png"]]; two.center = CGPointMake(160, 240); [self.view addSubview:two]; // display image 1 UIImageView *one = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"1.png"]]; one.center = CGPointMake(160 - 60, 240 + 60); [self.view addSubview:one]; // rotate image 3 around the z axis // THIS IS INCORRECT theTransform = one.layer.transform; theTransform.m34 = 1.0 / 1000; one.layer.transform = theTransform; // release the images [one release]; [two release]; [three release]; // rotate the parent view around the y axis theTransform = self.view.layer.transform; theTransform.m14 = 1.0 / -500; self.view.layer.transform = theTransform; [super viewDidLoad]; } I have very specific reasons why I'm not using an EAGLView and why I'm not loading the images as CALayers (i.e. why I'm using UIImageViews for each one). This is just a quick demo that I can use to work out exactly what I need in my parent application. Is there some matrix way to translate these 2d images along the z-axis so they will look like what I'm trying to represent? I've gone through the other StackOverflow articles as well as the Wikipedia references, and have not found what I'm looking for -- although I might not necessarily be using the right terms for what I'm trying to do.

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