Created
November 8, 2008 08:40
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- (void)drawView { | |
// Replace the implementation of this method to do your own custom drawing | |
const GLfloat squareVertices[] = { | |
-0.75f, -0.75f, | |
0.75f, -0.75f, | |
-0.75f, 0.75f, | |
0.75f, 0.75f, | |
}; | |
const GLubyte squareColors[] = { | |
255, 255, 0, 255, | |
0, 255, 255, 255, | |
0, 0, 0, 0, | |
255, 0, 255, 255, | |
}; | |
const GLfloat texCoords[] = { | |
0.0f, 1.0f, | |
1.0f, 1.0f, | |
0.0f, 0.0f, | |
1.0f, 0.0f, | |
}; | |
[EAGLContext setCurrentContext:context]; | |
if (!rendered) { | |
init_scene(); | |
glGenTextures(1, texids); | |
glBindTexture(GL_TEXTURE_2D, texids[0]); | |
render(renderImage, WIDTH, HEIGHT, NSUBSAMPLES); | |
// Load rendered image into texture memory. | |
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, renderImage); | |
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
rendered = 1; | |
} | |
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer); | |
glViewport(0, 0, backingWidth, backingHeight); | |
glBindTexture(GL_TEXTURE_2D, texids[0]); | |
glEnable(GL_TEXTURE_2D); | |
glMatrixMode(GL_PROJECTION); | |
glLoadIdentity(); | |
glOrthof(-1.0f, 1.0f, -1.5f, 1.5f, -1.0f, 1.0f); | |
glMatrixMode(GL_MODELVIEW); | |
glRotatef(0.5f, 0.0f, 0.0f, 1.0f); | |
glClearColor(0.5f, 0.5f, 0.5f, 1.0f); | |
glClear(GL_COLOR_BUFFER_BIT); | |
glColor4f(1.0f, 1.0f, 1.0f, 1.0f); | |
glVertexPointer(2, GL_FLOAT, 0, squareVertices); | |
glEnableClientState(GL_VERTEX_ARRAY); | |
//glColorPointer(4, GL_UNSIGNED_BYTE, 0, squareColors); | |
//glEnableClientState(GL_COLOR_ARRAY); | |
glTexCoordPointer(2, GL_FLOAT, 0, texCoords); | |
glEnableClientState(GL_TEXTURE_COORD_ARRAY); | |
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); | |
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer); | |
[context presentRenderbuffer:GL_RENDERBUFFER_OES]; | |
} |
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