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  • Simple iOS glDrawElements - BAD_ACCESS

    - by user699215
    You can copy paste this into the default OpenGl template created in Xcode. Why am I not seeing anything :-) It is strange as the glDrawArrays(GL_TRIANGLES, 0, 3); is working fine, but with glDrawElements(GL_TRIANGLE_STRIP, sizeof(indices)/sizeof(GLubyte), GL_UNSIGNED_BYTE, indices); Is giving BAD_ACCESS? Copy paste this into Xcode default OpenGl template: ViewController #import "ViewController.h" #define BUFFER_OFFSET(i) ((char *)NULL + (i)) // Uniform index. enum { UNIFORM_MODELVIEWPROJECTION_MATRIX, UNIFORM_NORMAL_MATRIX, NUM_UNIFORMS }; GLint uniforms[NUM_UNIFORMS]; // Attribute index. enum { ATTRIB_VERTEX, ATTRIB_NORMAL, NUM_ATTRIBUTES }; @interface ViewController () { GLKMatrix4 _modelViewProjectionMatrix; GLKMatrix3 _normalMatrix; float _rotation; GLuint _vertexArray; GLuint _vertexBuffer; NSArray* arrayOfVertex; } @property (strong, nonatomic) EAGLContext *context; @property (strong, nonatomic) GLKBaseEffect *effect; - (void)setupGL; - (void)tearDownGL; @end @implementation ViewController - (void)viewDidLoad { [super viewDidLoad]; self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2]; GLKView *view = (GLKView *)self.view; view.context = self.context; view.drawableDepthFormat = GLKViewDrawableDepthFormat24; [self setupGL]; } - (void)dealloc { [self tearDownGL]; if ([EAGLContext currentContext] == self.context) { [EAGLContext setCurrentContext:nil]; } } - (void)didReceiveMemoryWarning { [super didReceiveMemoryWarning]; if ([self isViewLoaded] && ([[self view] window] == nil)) { self.view = nil; [self tearDownGL]; if ([EAGLContext currentContext] == self.context) { [EAGLContext setCurrentContext:nil]; } self.context = nil; } // Dispose of any resources that can be recreated. } GLuint vertexBufferID; GLuint indexBufferID; static const GLfloat vertices[9] = { -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, 0.5, 0.5 }; static const GLubyte indices[3] = { 0, 1, 2 }; - (void)setupGL { [EAGLContext setCurrentContext:self.context]; // [self loadShaders]; self.effect = [[GLKBaseEffect alloc] init]; self.effect.light0.enabled = GL_TRUE; self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f); glEnable(GL_DEPTH_TEST); // glGenVertexArraysOES(1, &_vertexArray); // glBindVertexArrayOES(_vertexArray); glGenBuffers(1, &vertexBufferID); glBindBuffer(GL_ARRAY_BUFFER, vertexBufferID); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glGenBuffers(1, &indexBufferID); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferID); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glEnableVertexAttribArray(GLKVertexAttribPosition); glVertexAttribPointer(GLKVertexAttribPosition, // Specifies the index of the generic vertex attribute to be modified. 3, // Specifies the number of components per generic vertex attribute. Must be 1, 2, 3, 4. GL_FLOAT, // GL_FALSE, // 0, // BUFFER_OFFSET(0)); // // glBindVertexArrayOES(0); } - (void)tearDownGL { [EAGLContext setCurrentContext:self.context]; glDeleteBuffers(1, &_vertexBuffer); glDeleteVertexArraysOES(1, &_vertexArray); self.effect = nil; } #pragma mark - GLKView and GLKViewController delegate methods - (void)update { float aspect = fabsf(self.view.bounds.size.width / self.view.bounds.size.height); GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f); self.effect.transform.projectionMatrix = projectionMatrix; GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f); baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f); // Compute the model view matrix for the object rendered with GLKit GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f); modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f); modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix); self.effect.transform.modelviewMatrix = modelViewMatrix; // Compute the model view matrix for the object rendered with ES2 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f); modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f); modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix); _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL); _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix); _rotation += self.timeSinceLastUpdate * 0.5f; } int i; - (void)glkView:(GLKView *)view drawInRect:(CGRect)rect { glClearColor(0.65f, 0.65f, 0.65f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // glBindVertexArrayOES(_vertexArray); // Render the object with GLKit [self.effect prepareToDraw]; //glDrawArrays(GL_TRIANGLES, 0, 3); // Render the object again with ES2 // glDrawArrays(GL_TRIANGLES, 0, 3); glDrawElements(GL_TRIANGLE_STRIP, sizeof(indices)/sizeof(GLubyte), GL_UNSIGNED_BYTE, indices); } @end

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  • The Grand Unified Framework Theory

    Tom Janssens left a comment: What still bugs me is that we do not have a unified pattern for all .net dev (using modelbinders and icommand for example...) But, Tom we are pretty close. At least as close as we should be, I think. With .NET there are plenty of low level patterns we can reuse regardless of the application platform or architecture. Stuff like: Asynchronous programming with events or the TPL. Object queries with LINQ. Resource management with IDispose. At a higher...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Data Holder Framework

    - by csharp-source.net
    Data Holder is an open source .net object/relational mapper written in c#. It provides typed data ecapsulation and database persistence for .net applications. It also contains a wizzard for generating the data objects and persistance c# code. Right now it has persistence implementation only for MSQL 2000/2005.

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  • Difference between jquery.clone() and simple concatenation of string [closed]

    - by Francis Cebu
    Which of the following code samples is faster in generating HTML code using jQuery? Sample 1: var div = $("<div>"); $.each(data,function(count,item){ var Elem = div.clone().addClass("message").html(item.Firstname); $(".container").append(Elem); }); Sample 2: $.each(data,function(count,item){ var Elem = "<div class = 'Elem'>" + item.Firstname + "</div>"; $(".container").append(Elem); });

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  • StrongVPN on Ubuntu: Simple VPN Solution That Works

    <b>Linx Pro Magazine:</b> "Ask any knowledgeable mobile user, and she will tell you that the best way to securely access the Internet in public places is through a VPN (virtual private network) connection. So if you enjoy sipping coffee at a local cafe while checking email and browsing the Web, a secure VPN connection is a good solution..."

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  • Simple script to get referenced table and their column names

    - by Peter Larsson
    -- Setup user supplied parameters DECLARE @WantedTable SYSNAME   SET     @WantedTable = 'Sales.factSalesDetail'   -- Wanted table is "parent table" SELECT      PARSENAME(@WantedTable, 2) AS ParentSchemaName,             PARSENAME(@WantedTable, 1) AS ParentTableName,             cp.Name AS ParentColumnName,             OBJECT_SCHEMA_NAME(parent_object_id) AS ChildSchemaName,             OBJECT_NAME(parent_object_id) AS ChildTableName,             cc.Name AS ChildColumnName FROM        sys.foreign_key_columns AS fkc INNER JOIN  sys.columns AS cc ON cc.column_id = fkc.parent_column_id                 AND cc.object_id = fkc.parent_object_id INNER JOIN  sys.columns AS cp ON cp.column_id = fkc.referenced_column_id                 AND cp.object_id = fkc.referenced_object_id WHERE       referenced_object_id = OBJECT_ID(@WantedTable)   -- Wanted table is "child table" SELECT      OBJECT_SCHEMA_NAME(referenced_object_id) AS ParentSchemaName,             OBJECT_NAME(referenced_object_id) AS ParentTableName,             cc.Name AS ParentColumnName,             PARSENAME(@WantedTable, 2) AS ChildSchemaName,             PARSENAME(@WantedTable, 1) AS ChildTableName,             cp.Name AS ChildColumnName FROM        sys.foreign_key_columns AS fkc INNER JOIN  sys.columns AS cp ON cp.column_id = fkc.parent_column_id                 AND cp.object_id = fkc.parent_object_id INNER JOIN  sys.columns AS cc ON cc.column_id = fkc.referenced_column_id                 AND cc.object_id = fkc.referenced_object_id WHERE       parent_object_id = OBJECT_ID(@WantedTable)

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  • C++ simple arrays and pointers question

    - by nashmaniac
    So here's the confusion, let's say I declare an array of characters char name[3] = "Sam"; and then I declare another array but this time using pointers char * name = "Sam"; What's the difference between the two? I mean they work the same way in a program. Also how does the latter store the size of the stuff that someone puts in it, in this case 3 characters? Also how is it different from char * name = new char[3]; If those three are different where should they be used I mean in what circumstances?

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  • Looking for a simple web interface with subversion support and ticket /issue tracker [closed]

    - by Stefan Andre Brannfjell
    I am working on a small project and we have a few programmers on the job. We are using subversion to commit updates and keep all developers up to date on their workstations. However, we have yet to find a suitable web interface to use for it. I have tried redmine, but that installation progress was extremely bothersome and advanced. Once I got it to work I found out that it was slow and did not meet my expectations. As well as it seems a bit complex for our needs. I would prefer to find a solution that supports lighttpd web server, however that seem to be very hard to come by, those I have found seem to only have apache support. Functionality i wish for the website: - login to an svn account - view svn logs - view & create issues, todo list etc - view svn difference Do you have any open source recommendations that I can try out? I will appreciate any kind of reply. :) Edit: I wish to host the website on our own servers.

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  • Grid framework for CSS

    - by akp
    I see there are large number of grid frameworks in CSS like 960, heroku grid, etc being used by huge websites. I want to know whether using grid structure is really useful? If yes, then how? One of the biggest problem I saw with grid is having equal heights for elements. If we are using three grids like grid_2, grid_7, grid_3 for 3 vertical panels then it becomes very difficult to have these three panels positioned in a way such that they have equal heights and all of them change height when any of the content exapnds or collapse. This is because elements are floated in grid system and they don't change height along with neighbouring element.

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  • Video monetising and simple shop, platform?

    - by fieldman
    I have this client that wants a single-product website. The product is a training-video that they want to deliver virtually and optionally physically. I usually do all the front-end design and back-end development but the budget is close to $0 to start with. So I'm looking for a platform like shopify or something where a shop/cart can be set up quickly and simply with minimal up-front cost - but which can accomodate some kind of paywall (DRM too?) for the online video with an option to purchase for an aditional cost the physical DVD. Am I approaching the wrong way all together? Or do you know of any platform that will accomodate the specs?

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  • Simple Web File Manager

    Asp.Net file manager for hosted web sites....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • From simple physics with a ball, to a more complicated shape

    - by Maximus
    Hello fellow game devs and stack overflowers... I recently made a transition from OpenGL ES 1.1 to 2.0 (on Android via NDK) and things are going well so far. I'm working on doing a dice rolling application (gaming dice up to 20 sided, not just regular 6 sided die) as a way to learn more about how physics is implemented in a gaming environment. I've explored implementing existing engine options (such as Bullet) and I don't think I need to implement something quite so sophisticated. I've found several tutorials that handle a lot of the general physics involved with initial trajectory, velocity, angle of contact and reflection angle, etc. I'm confident that I'd be able to implement ball-like behavior without much trouble. My question lies in when I attempt to make the interaction of the die shape with another surface more "realistic," for example... the die strikes the floor surface at such an angle where only one corner makes contact with the floor. In my mind, the center of gravity of the object would play a part in determining how the die bounces away, possibly even spinning it it faster, etc... but I am not sure what the actual math involved is. Are there any recommended resources for getting into this level of detail? Initial searches haven't turned up much... Thanks to everyone in the community, -Jeremiah

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