iPhone OpenGL Template is cheating?
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Published on 2010-06-07T06:32:30Z
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2010/06/07
6:42 UTC
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XCode's OpenGL template seems to be cheating to solve this "stretched" viewport problem I've been trying to understand for the last 3 hours.
In the iphone "OpenGL ES Application" template, the colorful square that bounces up and down on the screen is not really a square at all!
ES1Renderer.m (the ES2 file as well)
static const GLfloat squareVertices[] = {
-0.5f, -0.33f,
0.5f, -0.33f,
-0.5f, 0.33f,
0.5f, 0.33f,
};
But it comes out looking square on the device/simulator due to the stretching/squashing effect of a non-square viewport. I tried to fix it by fiddling with glFrustumf() but that doesn't seem to change the aspect ratio.
I was able to get things looking good (not-stretched) when I fed glViewport() with a 1:1 widht:height.. But this doesn't seem like the answer because it offsets the viewport placement.
What's the right way to correct for this stretching and why doesn't XCode do it that way?
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