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  • Objective C - Aggro with Images

    - by Will
    I have three UIImageViews. enemy1, enemy1AggroBox and mainSprite. What I want to do is when mainSprite and enemy1AggroBox interect, I want enemy1 to start moving towards mainSprite. Basically creating aggro for a game. if(CGRectIntersectsRect(mainSprite.frame, enemy1AggroBox.frame)){ //Code here// } My plan would be to call this method in viewDidLoad. I'm not using any sort of framework like cocos2d or OpenGLES. If you need to see any more code just ask.

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  • Understanding how OpenGL blending works

    - by yuumei
    I am attempting to understand how OpenGL (ES) blending works. I am finding it difficult to understand the documentation and how the results of glBlendFunc and glBlendEquation effect the final pixel that is written. Do the source and destination out of glBlendFunc get added together with GL_FUNC_ADD by default? This seems wrong because "basic" blending of GL_ONE, GL_ONE would output 2,2,2,2 then (Source giving 1,1,1,1 and dest giving 1,1,1,1). I have written the following pseudo-code, what have I got wrong? struct colour { float r, g, b, a; }; colour blend_factor( GLenum factor, colour source, colour destination, colour blend_colour ) { colour colour_factor; float i = min( source.a, 1 - destination.a ); // From http://www.khronos.org/opengles/sdk/docs/man/xhtml/glBlendFunc.xml switch( factor ) { case GL_ZERO: colour_factor = { 0, 0, 0, 0 }; break; case GL_ONE: colour_factor = { 1, 1, 1, 1 }; break; case GL_SRC_COLOR: colour_factor = source; break; case GL_ONE_MINUS_SRC_COLOR: colour_factor = { 1 - source.r, 1 - source.g, 1 - source.b, 1 - source.a }; break; // ... } return colour_factor; } colour blend( colour & source, colour destination, GLenum source_factor, // from glBlendFunc GLenum destination_factor, // from glBlendFunc colour blend_colour, // from glBlendColor GLenum blend_equation // from glBlendEquation ) { colour source_colour = blend_factor( source_factor, source, destination, blend_colour ); colour destination_colour = blend_factor( destination_factor, source, destination, blend_colour ); colour output; // From http://www.khronos.org/opengles/sdk/docs/man/xhtml/glBlendEquation.xml switch( blend_equation ) { case GL_FUNC_ADD: output = add( source_colour, destination_colour ); case GL_FUNC_SUBTRACT: output = sub( source_colour, destination_colour ); case GL_FUNC_REVERSE_SUBTRACT: output = sub( destination_colour, source_colour ); } return output; } void do_pixel() { colour final_colour; // Blending if( enable_blending ) { final_colour = blend( current_colour_output, framebuffer[ pixel ], ... ); } else { final_colour = current_colour_output; } } Thanks!

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  • Aggro with Images

    - by Will
    I have three UIImageViews. enemy1, enemy1AggroBox and mainSprite. What I want to do is when mainSprite and enemy1AggroBox interect, I want enemy1 to start moving towards mainSprite. Basically creating aggro for a game. if(CGRectIntersectsRect(mainSprite.frame, enemy1AggroBox.frame)){ //Code here// } My plan would be to call this method in viewDidLoad. I'm not using any sort of framework like cocos2d or OpenGLES. If you need to see any more code just ask.

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  • Where are some good resources to learn Game Development with OpenGL ES 2.X

    - by Mahbubur R Aaman
    Background: From http://www.khronos.org/opengles/2_X/ OpenGL ES 2.0 combines a version of the OpenGL Shading Language for programming vertex and fragment shaders that has been adapted for embedded platforms, together with a streamlined API from OpenGL ES 1.1 that has removed any fixed functionality that can be easily replaced by shader programs, to minimize the cost and power consumption of advanced programmable graphics subsystems. Related Resources The OpenGL ES 2.0 specification, header files, and optional extension specifications The OpenGL ES 2.0 Online Manual Pages The OpenGL ES 3.0 Shading LanguageOnline Reference Pages The OpenGL ES 2.0 Quick Reference Card OpenGL ES 1.X OpenGL ES 2.0 From http://www.cocos2d-iphone.org/archives/2003 Cocos2d Version 2 released and one of primary key point noted as OpenGL ES 2.0 support From http://www.h-online.com/open/news/item/Compiz-now-supports-OpenGL-ES-2-0-1674605.html Compiz now supports OpenGL ES 2.0 My Question : Being as a Game Developer ( I have to work with several game engine Cocos2d, Unity). I need several resources to cope up with OpenGL ES 2.X for better outcome while developing games?

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  • Handling different screen densities in Android Devices?

    - by DevilWithin
    Well, i know there are plenty of different-sized screens in devices that run Android. The SDK I code with deploys to all major desktop platforms and android. I am aware i must have special cares to handle the different screen sizes and densities, but i just had an idea that would work in theory, and my question is exactly about that method, How could it FAIL ? So, what I do is to have an ortho camera of the same size for all devices, with possible tweaks, but anyway that would grant the proper positioning of all elements in all devices, right? We can assume everything is drawn in OpenGLES and input handling is converted to the proper camera coordinates. If you need me to improve the question, please tell me.

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  • Separate parts of a game engine [on hold]

    - by user272716
    I'm pretty new in developing videogames. By now I only used SDL with C/C++ to create games. I'm currently learning OpenGL and I realized that to be fluid and easy to maintain the code must be logically separated. Since I want to use OpenGLES on iOS and Android I was wondering how the engine must be imagined in a technical way, some questions came up: Do I have to separate input/update functions from draw functions in different threads? Is there only one proper way to think a game engine/loop? What kind of assets should I use to create a 3D game using openGl ES to get better performance?

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  • How to implement a 2d collision detection for Android

    - by Michael Seun Araromi
    I am making a 2d space shooter using opengl ES. Can someone please show me how to implement a collision detection between the enemy ship and player ship. The code for the two classes are below: Player Ship Class: package com.proandroidgames; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import javax.microedition.khronos.opengles.GL10; public class SSGoodGuy { public boolean isDestroyed = false; private int damage = 0; private FloatBuffer vertexBuffer; private FloatBuffer textureBuffer; private ByteBuffer indexBuffer; private float vertices[] = { 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, }; private float texture[] = { 0.0f, 0.0f, 0.25f, 0.0f, 0.25f, 0.25f, 0.0f, 0.25f, }; private byte indices[] = { 0, 1, 2, 0, 2, 3, }; public void applyDamage(){ damage++; if (damage == SSEngine.PLAYER_SHIELDS){ isDestroyed = true; } } public SSGoodGuy() { ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); vertexBuffer = byteBuf.asFloatBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(texture.length * 4); byteBuf.order(ByteOrder.nativeOrder()); textureBuffer = byteBuf.asFloatBuffer(); textureBuffer.put(texture); textureBuffer.position(0); indexBuffer = ByteBuffer.allocateDirect(indices.length); indexBuffer.put(indices); indexBuffer.position(0); } public void draw(GL10 gl, int[] spriteSheet) { gl.glBindTexture(GL10.GL_TEXTURE_2D, spriteSheet[0]); gl.glFrontFace(GL10.GL_CCW); gl.glEnable(GL10.GL_CULL_FACE); gl.glCullFace(GL10.GL_BACK); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL10.GL_CULL_FACE); } } Enemy Ship Class: package com.proandroidgames; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import java.util.Random; import javax.microedition.khronos.opengles.GL10; public class SSEnemy { public float posY = 0f; public float posX = 0f; public float posT = 0f; public float incrementXToTarget = 0f; public float incrementYToTarget = 0f; public int attackDirection = 0; public boolean isDestroyed = false; private int damage = 0; public int enemyType = 0; public boolean isLockedOn = false; public float lockOnPosX = 0f; public float lockOnPosY = 0f; private Random randomPos = new Random(); private FloatBuffer vertexBuffer; private FloatBuffer textureBuffer; private ByteBuffer indexBuffer; private float vertices[] = { 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, }; private float texture[] = { 0.0f, 0.0f, 0.25f, 0.0f, 0.25f, 0.25f, 0.0f, 0.25f, }; private byte indices[] = { 0, 1, 2, 0, 2, 3, }; public void applyDamage() { damage++; switch (enemyType) { case SSEngine.TYPE_INTERCEPTOR: if (damage == SSEngine.INTERCEPTOR_SHIELDS) { isDestroyed = true; } break; case SSEngine.TYPE_SCOUT: if (damage == SSEngine.SCOUT_SHIELDS) { isDestroyed = true; } break; case SSEngine.TYPE_WARSHIP: if (damage == SSEngine.WARSHIP_SHIELDS) { isDestroyed = true; } break; } } public SSEnemy(int type, int direction) { enemyType = type; attackDirection = direction; posY = (randomPos.nextFloat() * 4) + 4; switch (attackDirection) { case SSEngine.ATTACK_LEFT: posX = 0; break; case SSEngine.ATTACK_RANDOM: posX = randomPos.nextFloat() * 3; break; case SSEngine.ATTACK_RIGHT: posX = 3; break; } posT = SSEngine.SCOUT_SPEED; ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); vertexBuffer = byteBuf.asFloatBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(texture.length * 4); byteBuf.order(ByteOrder.nativeOrder()); textureBuffer = byteBuf.asFloatBuffer(); textureBuffer.put(texture); textureBuffer.position(0); indexBuffer = ByteBuffer.allocateDirect(indices.length); indexBuffer.put(indices); indexBuffer.position(0); } public float getNextScoutX() { if (attackDirection == SSEngine.ATTACK_LEFT) { return (float) ((SSEngine.BEZIER_X_4 * (posT * posT * posT)) + (SSEngine.BEZIER_X_3 * 3 * (posT * posT) * (1 - posT)) + (SSEngine.BEZIER_X_2 * 3 * posT * ((1 - posT) * (1 - posT))) + (SSEngine.BEZIER_X_1 * ((1 - posT) * (1 - posT) * (1 - posT)))); } else { return (float) ((SSEngine.BEZIER_X_1 * (posT * posT * posT)) + (SSEngine.BEZIER_X_2 * 3 * (posT * posT) * (1 - posT)) + (SSEngine.BEZIER_X_3 * 3 * posT * ((1 - posT) * (1 - posT))) + (SSEngine.BEZIER_X_4 * ((1 - posT) * (1 - posT) * (1 - posT)))); } } public float getNextScoutY() { return (float) ((SSEngine.BEZIER_Y_1 * (posT * posT * posT)) + (SSEngine.BEZIER_Y_2 * 3 * (posT * posT) * (1 - posT)) + (SSEngine.BEZIER_Y_3 * 3 * posT * ((1 - posT) * (1 - posT))) + (SSEngine.BEZIER_Y_4 * ((1 - posT) * (1 - posT) * (1 - posT)))); } public void draw(GL10 gl, int[] spriteSheet) { gl.glBindTexture(GL10.GL_TEXTURE_2D, spriteSheet[0]); gl.glFrontFace(GL10.GL_CCW); gl.glEnable(GL10.GL_CULL_FACE); gl.glCullFace(GL10.GL_BACK); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL10.GL_CULL_FACE); } }

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  • iphone app crash, crash log posted, help please

    - by terry jones
    hi, we recenty had a programmer to develop a program for us but seems to have left us in the lurch with a part functioning application. my boss isnt happy at moment as we have spent a few hundred and have nothing to show for it at the moment. can anyone see any information in the crash log below as its gibberish to me. Incident Identifier: D4F482FE-167A-44BB-A642-7E8EF7B568BF CrashReporter Key: 2d8e2d17415c55e48ec20dae7cbe6c36b33bcce1 Process: Logistics [328] Path: /var/mobile/Applications/32A03443-ADE3-4AAE-AB32-05DB7BEB15D8/Logistics.app/Logistics Identifier: Logistics Version: ??? (???) Code Type: ARM (Native) Parent Process: launchd [1] Date/Time: 2010-03-29 17:07:06.474 +0200 OS Version: iPhone OS 3.1.2 (7D11) Report Version: 104 Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x00000000, 0x00000000 Crashed Thread: 0 Thread 0 Crashed: 0 libSystem.B.dylib 0x31a279ac 0x319a9000 + 518572 1 libSystem.B.dylib 0x31a2799c 0x319a9000 + 518556 2 libSystem.B.dylib 0x31a2798e 0x319a9000 + 518542 3 libSystem.B.dylib 0x31a3c63a 0x319a9000 + 603706 4 libstdc++.6.dylib 0x3361d3b0 0x335d8000 + 283568 5 libobjc.A.dylib 0x32401858 0x323fc000 + 22616 6 libstdc++.6.dylib 0x3361b776 0x335d8000 + 276342 7 libstdc++.6.dylib 0x3361b7ca 0x335d8000 + 276426 8 libstdc++.6.dylib 0x3361b896 0x335d8000 + 276630 9 libobjc.A.dylib 0x32400714 0x323fc000 + 18196 10 CoreFoundation 0x32537b86 0x32511000 + 158598 11 CoreFoundation 0x32537b24 0x32511000 + 158500 12 Foundation 0x3145ddaa 0x313ed000 + 462250 13 Foundation 0x31454ee2 0x313ed000 + 425698 14 Logistics 0x00002df8 0x1000 + 7672 15 CoreFoundation 0x32569ede 0x32511000 + 364254 16 UIKit 0x32ba205e 0x32b60000 + 270430 17 UIKit 0x32bf4d4e 0x32b60000 + 609614 18 CoreFoundation 0x32569ede 0x32511000 + 364254 19 UIKit 0x32ba205e 0x32b60000 + 270430 20 UIKit 0x32ba1ffe 0x32b60000 + 270334 21 UIKit 0x32ba1fd0 0x32b60000 + 270288 22 UIKit 0x32ba1d2a 0x32b60000 + 269610 23 UIKit 0x32ba263e 0x32b60000 + 271934 24 UIKit 0x32ba1656 0x32b60000 + 267862 25 UIKit 0x32ba1032 0x32b60000 + 266290 26 UIKit 0x32b9d928 0x32b60000 + 252200 27 UIKit 0x32b9d3a0 0x32b60000 + 250784 28 GraphicsServices 0x32913b72 0x3290f000 + 19314 29 CoreFoundation 0x32567c26 0x32511000 + 355366 30 CoreFoundation 0x32567356 0x32511000 + 353110 31 GraphicsServices 0x32912cb8 0x3290f000 + 15544 32 GraphicsServices 0x32912d64 0x3290f000 + 15716 33 UIKit 0x32b62768 0x32b60000 + 10088 34 UIKit 0x32b6146c 0x32b60000 + 5228 35 Logistics 0x000023c4 0x1000 + 5060 36 Logistics 0x00002380 0x1000 + 4992 Thread 1: 0 libSystem.B.dylib 0x319a9818 0x319a9000 + 2072 1 libSystem.B.dylib 0x319abff8 0x319a9000 + 12280 2 CoreFoundation 0x325677f6 0x32511000 + 354294 3 CoreFoundation 0x32567356 0x32511000 + 353110 4 WebCore 0x305d59de 0x30578000 + 383454 5 libSystem.B.dylib 0x319cd92a 0x319a9000 + 149802 Thread 2: 0 libSystem.B.dylib 0x31a28228 0x319a9000 + 520744 1 libSystem.B.dylib 0x319d3244 0x319a9000 + 172612 2 libSystem.B.dylib 0x319d2d0e 0x319a9000 + 171278 3 CoreMedia 0x33552b04 0x3354f000 + 15108 4 CoreMedia 0x33552a3a 0x3354f000 + 14906 5 MediaToolbox 0x31e1b50c 0x31e18000 + 13580 6 libSystem.B.dylib 0x319cd92a 0x319a9000 + 149802 Thread 0 crashed with ARM Thread State: r0: 0x00000000 r1: 0x00000000 r2: 0x00000001 r3: 0x383c43cc r4: 0x00000006 r5: 0x3361b30d r6: 0x00172f5c r7: 0x2fffe97c r8: 0x2fffe968 r9: 0x00000065 r10: 0x00007150 r11: 0x334bd104 ip: 0x00000025 sp: 0x2fffe97c lr: 0x31a279a3 pc: 0x31a279ac cpsr: 0x00000010 Binary Images: 0x1000 - 0x6fff +Logistics armv6 <350fc970d77b4d8d67bf43f4d7f2a68c> /var/mobile/Applications/32A03443-ADE3-4AAE-AB32-05DB7BEB15D8/Logistics.app/Logistics 0x2c000 - 0x2dfff dns.so armv7 <35ac487c38e38ed5810d5ed0d5c67546> /usr/lib/info/dns.so 0x2fe00000 - 0x2fe24fff dyld armv7 <5db9f5d0275997de58efff111816706e> /usr/lib/dyld 0x30028000 - 0x3004ffff ContentIndex armv7 <67165d749b79ad4b14c8a24f14dab29d> /System/Library/PrivateFrameworks/ContentIndex.framework/ContentIndex 0x30050000 - 0x30054fff ITSync armv7 <a0bf9af6f4ebc7e5977d3da853671162> /System/Library/PrivateFrameworks/ITSync.framework/ITSync 0x30149000 - 0x3016efff AppSupport armv7 <ca2e9a4f0475af20028968840ab94ecf> /System/Library/PrivateFrameworks/AppSupport.framework/AppSupport 0x30175000 - 0x3017ffff MobileCoreServices armv7 <36d71cd8dd49f5d5addb356f449b562a> /System/Library/Frameworks/MobileCoreServices.framework/MobileCoreServices 0x30184000 - 0x30184fff Accelerate armv7 <939f94df6c7e6e7a090ddee1ec09c844> /System/Library/PrivateFrameworks/Accelerate.framework/Accelerate 0x30185000 - 0x301b7fff iCalendar armv7 <235e05f7e167e6dbbd75528a4a37f3a3> /System/Library/PrivateFrameworks/iCalendar.framework/iCalendar 0x301b8000 - 0x301c3fff libz.1.dylib armv7 <8faba7ded9b3527ccf54c2f224f9a12f> /usr/lib/libz.1.dylib 0x301c4000 - 0x301eefff CoreText armv7 <821e9c7c935b6a8d735e2d2d9ebcee04> /System/Library/PrivateFrameworks/CoreText.framework/CoreText 0x301f6000 - 0x301fffff IAP armv7 <36e57cf20df9fcea10ebd0d1c3526a9a> /System/Library/PrivateFrameworks/IAP.framework/IAP 0x30247000 - 0x30279fff MessageUI armv7 <51d0498fb3dba758dae660754f1afb9c> /System/Library/Frameworks/MessageUI.framework/MessageUI 0x3027a000 - 0x3027efff MobileMusicPlayer armv7 <f0e7d2d2d69e9cc2a84e20bced0e1d07> /System/Library/PrivateFrameworks/MobileMusicPlayer.framework/MobileMusicPlayer 0x302c6000 - 0x302cefff CoreVideo armv7 <9259f5ae2a74b53e4f13b27fa3d511e8> /System/Library/PrivateFrameworks/CoreVideo.framework/CoreVideo 0x30348000 - 0x3034afff CrashReporterSupport armv7 <a0a25c381e45f8a3f4ec63bcb17a5a39> /System/Library/PrivateFrameworks/CrashReporterSupport.framework/CrashReporterSupport 0x304a3000 - 0x304cefff MIME armv7 <55a4de1d243273ee7ef4e86a85d591f5> /System/Library/PrivateFrameworks/MIME.framework/MIME 0x304cf000 - 0x3050ffff libsqlite3.dylib armv7 <c2b5985d8307d73b39140e76adfd2eb7> /usr/lib/libsqlite3.dylib 0x3054a000 - 0x30569fff Bom armv7 <37e498957087af50894156808e0a486b> /System/Library/PrivateFrameworks/Bom.framework/Bom 0x30578000 - 0x30a4efff WebCore armv7 <4e2bac4e01a15979c9ac096f78280db0> /System/Library/PrivateFrameworks/WebCore.framework/WebCore 0x30a58000 - 0x30b12fff Message armv7 <a5a7de97c57a6965f27547bf8ff8810c> /System/Library/PrivateFrameworks/Message.framework/Message 0x30b13000 - 0x30b13fff vecLib armv7 <4eb91bf56603dc0db6784d8d3240bfa8> /System/Library/PrivateFrameworks/Accelerate.framework/Frameworks/vecLib.framework/vecLib 0x30c1e000 - 0x30c23fff ProtocolBuffer armv7 <91af9ee5b2f271cbd8c138b3c61e508d> /System/Library/PrivateFrameworks/ProtocolBuffer.framework/ProtocolBuffer 0x30d05000 - 0x30d29fff SystemConfiguration armv7 <c57df668b510f025ee5a173ad30fb48e> /System/Library/Frameworks/SystemConfiguration.framework/SystemConfiguration 0x30d6c000 - 0x30decfff QuartzCore armv7 <af0722911ffc74fc08075e9831a6222e> /System/Library/Frameworks/QuartzCore.framework/QuartzCore 0x30e5d000 - 0x30e72fff libresolv.9.dylib armv7 <2b6a9404652dd2b5abd1c6a5583e8533> /usr/lib/libresolv.9.dylib 0x30e73000 - 0x30ebdfff GMM armv7 <72c87b3b08ab4359802b6efed472bf46> /System/Library/PrivateFrameworks/GMM.framework/GMM 0x30ec7000 - 0x30ed0fff SpringBoardServices armv7 <17ca8b5262cd6484d41efdc72c6fd057> /System/Library/PrivateFrameworks/SpringBoardServices.framework/SpringBoardServices 0x30ed1000 - 0x30f43fff LDAP armv7 <a5f6d51ebcab28eeabe0f2bbbdeb8cc7> /System/Library/PrivateFrameworks/LDAP.framework/LDAP 0x30fe6000 - 0x30ffbfff OpenGLES armv7 <be80a5e4c55c2920be2c31f740bb9dba> /System/Library/Frameworks/OpenGLES.framework/OpenGLES 0x31003000 - 0x31009fff libkxld.dylib armv7 <04ab19af95239c12a98539478eebc560> /usr/lib/system/libkxld.dylib 0x3114f000 - 0x311acfff MediaPlayer armv7 <1021fc5da1419ba297464f71049ad084> /System/Library/Frameworks/MediaPlayer.framework/MediaPlayer 0x311ad000 - 0x311cefff CoreLocation armv7 <a3857b8324f90ae48994df15fdfbcda6> /System/Library/Frameworks/CoreLocation.framework/CoreLocation 0x311d5000 - 0x31214fff Celestial armv7 <f8bde8e040e6aac9e36e0aa8b43ee8cc> /System/Library/PrivateFrameworks/Celestial.framework/Celestial 0x312f6000 - 0x312fcfff libgcc_s.1.dylib armv7 <263b2691cd12171b31fa600716104e4a> /usr/lib/libgcc_s.1.dylib 0x31338000 - 0x31367fff libCGFreetype.A.dylib armv7 <2ec5ad6812f5ea3859cb4189d62b7265> /System/Library/Frameworks/CoreGraphics.framework/Resources/libCGFreetype.A.dylib 0x31393000 - 0x313cafff IOKit armv7 <0afabe8bf08fc163ba8e4ed614092cd3> /System/Library/Frameworks/IOKit.framework/Versions/A/IOKit 0x313e9000 - 0x313eafff IOMobileFramebuffer armv7 <9d9f0254b5b64ced3d58191748f3027b> /System/Library/PrivateFrameworks/IOMobileFramebuffer.framework/IOMobileFramebuffer 0x313ed000 - 0x314e2fff Foundation armv7 <ede5b943f529ce1b862c15dc876992c1> /System/Library/Frameworks/Foundation.framework/Foundation 0x314ed000 - 0x31599fff libxml2.2.dylib armv7 <a491bfc5f062f33185a3f98969bae3c2> /usr/lib/libxml2.2.dylib 0x315fc000 - 0x315fefff MobileInstallation armv7 <b8ebf64838bdfe5315dab5745482e30c> /System/Library/PrivateFrameworks/MobileInstallation.framework/MobileInstallation 0x31919000 - 0x31923fff MobileBluetooth armv7 <bc6cf9563c3a14a86cde6ddf6cc3ed45> /System/Library/PrivateFrameworks/MobileBluetooth.framework/MobileBluetooth 0x31926000 - 0x319a8fff WebKit armv7 <b9b7246a09f5db68e44497d318cb3ab6> /System/Library/PrivateFrameworks/WebKit.framework/WebKit 0x319a9000 - 0x31aa0fff libSystem.B.dylib armv7 <3f94d4b13815a93cbdfc6c7dc2afe5b4> /usr/lib/libSystem.B.dylib 0x31aa2000 - 0x31b8bfff AudioToolbox armv7 <393fa1e155bb0523c2a90555bb394498> /System/Library/Frameworks/AudioToolbox.framework/AudioToolbox 0x31b8d000 - 0x31bfcfff CFNetwork armv7 <b55671f2472fdae3f811ae6f636b4e2e> /System/Library/Frameworks/CFNetwork.framework/CFNetwork 0x31cb2000 - 0x31d12fff AddressBookUI armv7 <5e5b83d3c9e2c0676671feebfb8d37c9> /System/Library/Frameworks/AddressBookUI.framework/AddressBookUI 0x31d19000 - 0x31d21fff AccountSettings armv7 <37a8916d02c399bfccc56e92ad68e84b> /System/Library/PrivateFrameworks/AccountSettings.framework/AccountSettings 0x31d28000 - 0x31d34fff MobileDeviceLink armv7 <d757be3521f8ed71709728790c29bdb2> /System/Library/PrivateFrameworks/MobileDeviceLink.framework/MobileDeviceLink 0x31d3a000 - 0x31d3cfff Notes armv7 <f7c579348cb58b5f2218c042cf46f422> /System/Library/PrivateFrameworks/Notes.framework/Notes 0x31d59000 - 0x31d5cfff IOSurface armv7 <81661b8e151a9af6ce5704a728e12dc7> /System/Library/PrivateFrameworks/IOSurface.framework/IOSurface 0x31e18000 - 0x31ed8fff MediaToolbox armv7 <b9023dc22073ab28f6fb8ecbe00951c2> /System/Library/PrivateFrameworks/MediaToolbox.framework/MediaToolbox 0x31ed9000 - 0x31f8dfff JavaScriptCore armv7 <d3434c868a9a0f4016ed32ba90a35c4d> /System/Library/PrivateFrameworks/JavaScriptCore.framework/JavaScriptCore 0x31f91000 - 0x320e6fff CoreGraphics armv7 <5852bd39fd1ef304da7b017949755cab> /System/Library/Frameworks/CoreGraphics.framework/CoreGraphics 0x32150000 - 0x3217cfff DAVKit armv7 <80cf41b34d377d21d406fcb6835fbf77> /System/Library/PrivateFrameworks/DAVKit.framework/DAVKit 0x321d4000 - 0x322d5fff libicucore.A.dylib armv7 <1081389fef915d9b8858d0dfff04568e> /usr/lib/libicucore.A.dylib 0x322d6000 - 0x322d9fff ActorKit armv7 <c81b8278a35c6e8293aaf7c55811ba2d> /System/Library/PrivateFrameworks/ActorKit.framework/ActorKit 0x322da000 - 0x32388fff DataAccess armv7 <e9225a8b94fe76047095ebecd6fd58c5> /System/Library/PrivateFrameworks/DataAccess.framework/DataAccess 0x32389000 - 0x32390fff libbz2.1.0.dylib armv7 <6675987a84fc3d127305c175085914aa> /usr/lib/libbz2.1.0.dylib 0x323fc000 - 0x32499fff libobjc.A.dylib armv7 <1a57ecb9f5c0f274a274b3eb53df48ed> /usr/lib/libobjc.A.dylib 0x324b5000 - 0x324cbfff AddressBook armv7 <c21d7ab21d7e67f84c487bc278568bbe> /System/Library/Frameworks/AddressBook.framework/AddressBook 0x324d6000 - 0x32510fff CoreTelephony armv7 <5b68ed8ffac45237acc948e9d5bb5e83> /System/Library/PrivateFrameworks/CoreTelephony.framework/CoreTelephony 0x32511000 - 0x325bbfff CoreFoundation armv7 <51c03f1f8755868781e3e719d8df7b6f> /System/Library/Frameworks/CoreFoundation.framework/CoreFoundation 0x325ca000 - 0x3268bfff MusicLibrary armv7 <ce4922bef1cc1d6706da32480c2272bd> /System/Library/PrivateFrameworks/MusicLibrary.framework/MusicLibrary 0x3268c000 - 0x3268efff AppleJPEG armv7 <af51b716dce446178b366a8d5af48ebb> /System/Library/PrivateFrameworks/AppleJPEG.framework/AppleJPEG 0x3268f000 - 0x326adfff MobileSync armv7 <1eecaede37e5d042180473311efccda3> /System/Library/PrivateFrameworks/MobileSync.framework/MobileSync 0x32860000 - 0x3286bfff PersistentConnection armv7 <73c2bec8b5f870ea528f359c2374f19c> /System/Library/PrivateFrameworks/PersistentConnection.framework/PersistentConnection 0x3286c000 - 0x328f2fff ImageIO armv7 <ea76d0fd3ca8c1a6104bc0f013255e2d> /System/Library/PrivateFrameworks/ImageIO.framework/ImageIO 0x3290f000 - 0x32918fff GraphicsServices armv7 <5387c7197570ac7df97759c0402d453d> /System/Library/PrivateFrameworks/GraphicsServices.framework/GraphicsServices 0x32933000 - 0x3299bfff PhotoLibrary armv7 <0535fc553452b7b6cc25ac990cff4a40> /System/Library/PrivateFrameworks/PhotoLibrary.framework/PhotoLibrary 0x3299f000 - 0x329ccfff Calendar armv7 <52446b9087d707210cb515b0894afee5> /System/Library/PrivateFrameworks/Calendar.framework/Calendar 0x329d6000 - 0x329fffff TextInput armv7 <2e983bf3876bfeaf7151aa8a0e68dabc> /System/Library/PrivateFrameworks/TextInput.framework/TextInput 0x32a01000 - 0x32a02fff CoreSurface armv7 <f3aae0195e4510657029b19161138593> /System/Library/PrivateFrameworks/CoreSurface.framework/CoreSurface 0x32a09000 - 0x32a0bfff Camera armv7 <81c49c0f094225be8a6ad129a8641c86> /System/Library/PrivateFrameworks/Camera.framework/Camera 0x32a56000 - 0x32a7efff libvDSP.dylib armv7 <d846b621ce13b16241ac2d32ddd28615> /System/Library/PrivateFrameworks/Accelerate.framework/Frameworks/vecLib.framework/libvDSP.dylib 0x32a81000 - 0x32a86fff liblockdown.dylib armv7 <5b665cd59d9884ceecec6441fc42bc14> /usr/lib/liblockdown.dylib 0x32a8a000 - 0x32a96fff DataAccessExpress armv7 <ad1aeb0c6df9b0b917c1c99405e36cc4> /System/Library/PrivateFrameworks/DataAccessExpress.framework/DataAccessExpress 0x32ab5000 - 0x32ac3fff TelephonyUI armv7 <b34206a34dfb1cc4183274cc6c0a3f36> /System/Library/PrivateFrameworks/TelephonyUI.framework/TelephonyUI 0x32ac4000 - 0x32ae5fff MobileQuickLook armv7 <06cb03b3f1bd2c5bfa27ba2aef0849b2> /System/Library/PrivateFrameworks/MobileQuickLook.framework/MobileQuickLook 0x32aed000 - 0x32b07fff libRIP.A.dylib armv7 <0dc4e83b63c1350517949e24204817fb> /System/Library/Frameworks/CoreGraphics.framework/Resources/libRIP.A.dylib 0x32b09000 - 0x32b2dfff Security armv7 <3a3406fe12445942f4d767c7fa4c24ce> /System/Library/Frameworks/Security.framework/Security 0x32b2e000 - 0x32b5bfff VideoToolbox armv7 <08b68b92f987faff46a127f6f78708a0> /System/Library/PrivateFrameworks/VideoToolbox.framework/VideoToolbox 0x32b60000 - 0x33524fff UIKit armv7 <47c9d61f9cbe72938d1bfb1588306b97> /System/Library/Frameworks/UIKit.framework/UIKit 0x3354f000 - 0x33580fff CoreMedia armv7 <584770f5de9c599a2d420eb8666921ac> /System/Library/PrivateFrameworks/CoreMedia.framework/CoreMedia 0x33586000 - 0x33588fff ArtworkCache armv7 <66057eb40ba62cb544fe00ac4f2b498e> /System/Library/PrivateFrameworks/ArtworkCache.framework/ArtworkCache 0x33594000 - 0x33599fff MBX2D armv7 <ae091892e4419221d25f8db9307cedf0> /System/Library/PrivateFrameworks/MBX2D.framework/MBX2D 0x3359a000 - 0x335d7fff CoreAudio armv7 <1eb427066a911d979a024e445464a067> /System/Library/Frameworks/CoreAudio.framework/CoreAudio 0x335d8000 - 0x33621fff libstdc++.6.dylib armv7 <99401ed10ec4d5608ce23ec33dd757c6> /usr/lib/libstdc++.6.dylib 0x33627000 - 0x33632fff libbsm.0.dylib armv7 <03f3879bad1802636dadeb457ee74cb2> /usr/lib/libbsm.0.dylib

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  • OpenGL 2 on Android: native window

    - by ThreaderSlash
    According to OGLES specification, we have the following definition: EGLSurface eglCreateWindowSurface(EGLDisplay display, EGLConfig config, NativeWindowType native_window, EGLint const * attrib_list) More details, here: http://www.khronos.org/opengles/documentation/opengles1_0/html/eglCreateWindowSurface.html And also by definition: int32_t ANativeWindow_setBuffersGeometry(ANativeWindow* window, int32_t width, int32_t height, int32_t format); More details, here: http://mobilepearls.com/labs/native-android-api I am running Android Native App on OGLES 2 and debugging it in a Samsung Nexus device. For setting up the 3D scene graph environment, the following variables are defined: struct android_app { ... ANativeWindow* window; }; android_app* mApplication; ... mApplication=&pApplication; And to initialize the App, we run the commands in the code: ANativeWindow_setBuffersGeometry(mApplication->window, 0, 0, lFormat); mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); Funny to say is that, the command ANativeWindow_setBuffersGeometry behaves as expected and works fine according to its definition, accepting all the parameters sent to it. But the eglCreateWindowSurface does no accept the parameter mApplication-window, as it should accept according to its definition. Instead, it looks for the following input: EGLNativeWindowType hWnd; mSurface = eglCreateWindowSurface(mDisplay,lConfig,hWnd,NULL); As an alternative, I considered to use instead: NativeWindowType hWnd=android_createDisplaySurface(); But debugger says: Function 'android_createDisplaySurface' could not be resolved Can someone tell if there is a way to convert mApplication-window? In a way that the data from the android_app get accepted to the window surface?

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  • How to create an Orthographic display in OpenGL (ES) that handles different screen sizes and orientations?

    - by Piku
    I'm trying to create an iPad/iPhone game using GLES2.0 that contains a 3D scene with a heads-up-display/GUI overlaid on the top. However, this problem would also apply if I were to port my game to a computer and run the game in a resizable window, or allow the user to change screen resolutions... When trying to make the 2D GUI/HUD work I've made the assumption that all I'm really doing is drawing a load of 2D textured 'quads' on the screen and am trying to treat the orthographic projection as an old-style 2D display with 0,0 in the upper left and screenWidth,ScreenHeight in the lower right. This causes me all sorts of confusion when I rotate my ipad into Landscape mode since I can't work out what to put into my projection and modelview matrices to turn everything around the right way. It also gets messy if I want to support the iPad's large screen, an iPhone or a Retina display since I have to then draw three sets of textures for everything and work out which ones to use. Should I be trying to map the 2D OpenGL co-ords 1:1 with the screen? While typing out this question it occurs to me that I could keep my origin in the centre, still running -1/+1 along the axes. This would let me scale my 2D content appropriately on the different screen sizes, but wouldn't I end up with the textures being scaled and possibly losing quality? I'm using OpenGLES 2.0 and have a matrix library that has equivalents to the GLES1.1 glOrthof() and glFrustrum() calls.

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  • OpenGL ES 2 on Android: native window

    - by ThreaderSlash
    According to OGLES specification, we have the following definition: EGLSurface eglCreateWindowSurface(EGLDisplay display, EGLConfig config, NativeWindowType native_window, EGLint const * attrib_list) More details, here: http://www.khronos.org/opengles/documentation/opengles1_0/html/eglCreateWindowSurface.html And also by definition: int32_t ANativeWindow_setBuffersGeometry(ANativeWindow* window, int32_t width, int32_t height, int32_t format); More details, here: http://mobilepearls.com/labs/native-android-api I am running Android Native App on OGLES 2 and debugging it in a Samsung Nexus device. For setting up the 3D scene graph environment, the following variables are defined: struct android_app { ... ANativeWindow* window; }; android_app* mApplication; ... mApplication=&pApplication; And to initialize the App, we run the commands in the code: ANativeWindow_setBuffersGeometry(mApplication->window, 0, 0, lFormat); mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); Funny to say is that, the command ANativeWindow_setBuffersGeometry behaves as expected and works fine according to its definition, accepting all the parameters sent to it. But the eglCreateWindowSurface does no accept the parameter mApplication-window, as it should accept according to its definition. Instead, it looks for the following input: EGLNativeWindowType hWnd; mSurface = eglCreateWindowSurface(mDisplay,lConfig,hWnd,NULL); As an alternative, I considered to use instead: NativeWindowType hWnd=android_createDisplaySurface(); But debugger says: Function 'android_createDisplaySurface' could not be resolved Is 'android_createDisplaySurface' compatible only for OGLES 1 and not for OGLES 2? Can someone tell if there is a way to convert mApplication-window? In a way that the data from the android_app get accepted to the window surface?

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  • How can I create an orthographic display that handles different screen dimensions?

    - by Piku
    I'm trying to create an iPad/iPhone game using GLES2.0 that contains a 3D scene with a heads-up-display/GUI overlaid on the top. However, this problem would also apply if I were to port my game to a computer and run the game in a resizable window, or allow the user to change screen resolutions... When trying to make the 2D GUI/HUD work I've made the assumption that all I'm really doing is drawing a load of 2D textured 'quads' on the screen and am trying to treat the orthographic projection as an old-style 2D display with 0,0 in the upper left and screenWidth,ScreenHeight in the lower right. This causes me all sorts of confusion when I rotate my ipad into Landscape mode since I can't work out what to put into my projection and modelview matrices to turn everything around the right way. It also gets messy if I want to support the iPad's large screen, an iPhone or a Retina display since I have to then draw three sets of textures for everything and work out which ones to use. Should I be trying to map the 2D OpenGL co-ords 1:1 with the screen? While typing out this question it occurs to me that I could keep my origin in the centre, still running -1/+1 along the axes. This would let me scale my 2D content appropriately on the different screen sizes, but wouldn't I end up with the textures being scaled and possibly losing quality? I'm using OpenGLES 2.0 and have a matrix library that has equivalents to the GLES1.1 glOrthof() and glFrustrum() calls.

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  • Getting the MODELVIEW matrix...

    - by james.ingham
    Hi, I've been pulling my hair out trying to get some matrix calculations working properly and started to wonder. If I have the following: glPushMatrix(); float m[16]; glGetFloatv(GL_MODELVIEW_MATRIX, m); glPopMatrix(); What should I expect the values of m to equal? Currently I'm getting these values and I'm confused as to where they're coming from: -1, 0, 0, 0, 0, -0.6139, 0.7893522, 0, 0, 0.789352238, 0.61394, 0, 0, 0.0955992, -1.344529, 1, I'm assuming there is something which affects this, but I'm not sure what. Could anyone help? I've tried changing pretty much anything but everytime I push the matrix stack I always get this matrix straight away! I don't think this makes a difference but I'm using OpenGLES. Thanks

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  • Why does calling glMatrixMode(GL_PROJECTION) give me EXC_BAD_ACCESS in an iPhone app?

    - by MrDatabase
    I have an iphone app where I call these three functions in appDidFinishLaunching: glMatrixMode(GL_PROJECTION); glOrthof(0, rect.size.width, 0, rect.size.height, -1, 1); glMatrixMode(GL_MODELVIEW); When stepping through with the debugger I get EXC BAD ACCESS when I execute the first line. Any ideas why this is happening? Btw I have another application where I do the same thing and it works fine. So I've tried to duplicate everything in that app (#imports, adding OpenGLES framework, etc) but now I'm just stuck.

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  • how to show semi-transparent object over playing video

    - by Aditya.Sen
    Hi, I want to have a alpha blended window over a video playing in the background. Considering the fact that a window cannot be made alpha blended over another window unless you take a snap of the background, I had to resort to OpenGL. I have few options for this: (1) To show an object on the WinCE window without showing the OpenGL ES window. Is it possible to do this ?? (2) Make the opengles window transparent and then show the object. Any suggestions will be greatly appreciated. Please can some1 help me by giving some inputs Thanks for any help Aditya

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  • how to create a particle system on iphone and retain the created particles?

    - by lukya
    Hi all, I need to create a particle system and retain the created particles. I need to shake / move the created particles with the iphone accelerometer. Also, the number of particles needs to be very high (I need to show sand!). I do not have any OpenGLES programming experience. After initial search, I found Cocos2D can be used for particle generation. But there is no way of retaining the particles in the CCParticle system. As a work around, I tried creating many sprites at the end of particle generation and shown them as particles. But moving few number of sprites with accelerometer drops the frame rate considerably. Please suggest how this can be achieved and whether I should look for some other framework or if some kind of similar demo code is available. Thanks, Swapnil

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  • glDrawElements allocating memory and not releasing it

    - by Joshua Weinberg
    Using OpenGLES 1.1 on the iPhone 3G (device, not simulator), I do normal drawing fun. But at points during the run of the application I get giant memory spikes, after a lot of digging with instruments I have found that it is glDrawElements that is grabbing the memory. The buffer being allocated is 4 meg, which to me means its loading a texture into RAM, which I guess could be valid, but its never releasing this buffer, and is allocating multiple of them. How do I make sure that these buffers that GL is creating get destroyed, instead of just hanging around?

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  • Wavefront obj loader iphone materials problem

    - by Magda
    Hi! I use Bill Duney wavefront obj loader. I'm new in opengles and it was really helpful. unfortunately... I exported a revit file to dwg and then open it with blender/google sketchUp and then to wavefront obj. Next, add my files to your loader and got strange results. The project load correctly vertex and normals but does a strange results with materials (I use only material, without textures). The one file is loaded with some materials on different faces the other, doesn't load materials but after a click makes the model green. If you have a minute and could help me out, please. I uploaded the project here. http://www.sendspace.pl/file/ecd348a3674ed1fe6eb10e5 Thanks for answering, Magda

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  • Learning OpenGL ES 1.x

    - by Kristopher Johnson
    What is the quickest way to come up to speed on OpenGL ES 1.x? Let's assume I know nothing about OpenGL (which is not entirely true, but it's been a while since I last used OpenGL). I am most interested in learning this for iPhone-related development, but I'm interested in learning how it works on other platforms as well. I've found the book OpenGL ES 2.0 Programming Guide, but I am concerned that it might not be the best approach because it focuses on 2.0 rather than 1.x. My understanding is that 2.0 is not backwards-compatible with 1.x, so I may miss out on some important concepts. Note: For answers about learning general OpenGL, see http://stackoverflow.com/questions/62540/learning-opengl Some resources I've found: http://khronos.org/opengles/1_X/ http://www.imgtec.com/powervr/insider/sdk/KhronosOpenGLES1xMBX.asp OpenGL Distilled by Paul Martz (a good refresher on OpenGL basics)

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  • Can one draw a cube using different method/drawing mode?

    - by den-javamaniac
    Hi. I've just started learning gamedev (in particular android EGL based) and have ran over a code from Pro Android Games 2 that looks as follows: /* * Copyright (C) 2007 Google Inc. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package opengl.scenes.cubes; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.IntBuffer; import javax.microedition.khronos.opengles.GL10; public class Cube { public Cube(){ int one = 0x10000; int vertices[] = { -one, -one, -one, one, -one, -one, one, one, -one, -one, one, -one, -one, -one, one, one, -one, one, one, one, one, -one, one, one, }; int colors[] = { 0, 0, 0, one, one, 0, 0, one, one, one, 0, one, 0, one, 0, one, 0, 0, one, one, one, 0, one, one, one, one, one, one, 0, one, one, one, }; byte indices[] = { 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 3, 7, 4, 3, 4, 0, 4, 7, 6, 4, 6, 5, 3, 0, 1, 3, 1, 2 }; // Buffers to be passed to gl*Pointer() functions // must be direct, i.e., they must be placed on the // native heap where the garbage collector cannot vbb.asIntBuffer() // move them. // // Buffers with multi-byte datatypes (e.g., short, int, float) // must have their byte order set to native order ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4); vbb.order(ByteOrder.nativeOrder()); mVertexBuffer = vbb.asIntBuffer(); mVertexBuffer.put(vertices); mVertexBuffer.position(0); ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4); cbb.order(ByteOrder.nativeOrder()); mColorBuffer = cbb.asIntBuffer(); mColorBuffer.put(colors); mColorBuffer.position(0); mIndexBuffer = ByteBuffer.allocateDirect(indices.length); mIndexBuffer.put(indices); mIndexBuffer.position(0); } public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CW); gl.glVertexPointer(3, GL10.GL_FIXED, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FIXED, 0, mColorBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); } private IntBuffer mVertexBuffer; private IntBuffer mColorBuffer; private ByteBuffer mIndexBuffer;} So it suggests to draw a cube using triangles. My question is: can I draw the same cube using GL_TPOLYGON? If so, isn't that an easier/more understandable way to do things?

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  • Tutorials and libraries for OpenGL-ES games on Android

    - by user197141
    What tutorials and libraries are available which can help beginners to develop 2D and 3D games on Android using OpenGL-ES? I'm looking for tutorials which can help me learn OpenGL-ES, and I'm looking for OpenGL-ES libraries which can make life easier for beginners in OpenGL-ES. Since Android is still small, I guess it may be help-full to read iPhone OpenGL-ES tutorials as well, as I suppose the OpenGL-ES functionality is much the same. I have found the following useful information which I would have liked to share: Android tutorials: Basic tutorial covering polygons, no textures anddev forum with some tutorials Other Android OpenGL-ES information: Google IO lecture regarding games, not much OpenGLES The The Khronos Reference Manual is also relevant to have, but its not exactly the best place to start. iPhone OpenGL-ES tutorials (where the OpenGl-ES information is probably useful): http://web.me.com/smaurice/AppleCoder/iPhone_OpenGL/Archive.html http://iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-table-of.html As for libraries which a beginner might use to get a simpler hands-on experience with OpenGL-ES, I have only found Rokon, which is recently started, thus has many holes and bugs. And it's gnuGPL licensed (at the moment) which means it cannot be used, if we wish to sell our games. What else is out there?

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  • glitchy stuttery iphone game loop

    - by Adam
    This is a problem I've been trying to solve for a few days now, and I've looked at the various solutions on stackoverflow and nothing has really seemed to work for me. I'm making an iPhone game with OpenGLES graphics and accelerometer input, at this point it's very simple, but the rendering is already pretty bad... it stutters and seems to jump back or forward in time. It doesn't happen a lot, but it happens enough to be a problem. I mean, who wants to play a game where a bullet gets magically transported into the player, and then it's game over? No one. I've tried using NSTimer for the game loop, I've tried using a separate thread (with a frame rate and continuously) I've tried using different frame rates, from 30FPS to 60FPS (It seems to have a max frame rate around 45FPS, but no problems at 30FPS) I've tried using timeIntervalSince1970 and CFGetAbsoluteTime to measure loop time, with no noticeable diffence Anyone have any ideas on what is the best way to get this looking better? One of the posts I've read suggested running the simulation at a fixed frame rate and then just render as fast as possible, does that seem like a good idea?

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  • Android SDK: hello world does not run

    - by Alex
    I have installed Java x64, Eclipse Classic Judo x64 + ADT Pluggin. OS win 7 x64. I did installation everything according to the manual. Then created first application and launched it. Emulator was launched but hello world was not. I have not idea what doing wrong. Do anyone knows of such error and my problem as a whole? thx Console log: [2012-10-06 13:35:42 - test] ------------------------------ [2012-10-06 13:35:42 - test] Android Launch! [2012-10-06 13:35:42 - test] adb is running normally. [2012-10-06 13:35:42 - test] Performing com.example.test.MainActivity activity launch [2012-10-06 13:35:42 - test] Automatic Target Mode: launching new emulator with compatible AVD 'AVD_41' [2012-10-06 13:35:42 - test] Launching a new emulator with Virtual Device 'AVD_41' [2012-10-06 13:35:42 - Emulator] Failed to create Context 0x3005 [2012-10-06 13:35:42 - Emulator] emulator: WARNING: Could not initialize OpenglES emulation, using software renderer. [2012-10-06 13:35:42 - Emulator] WARNING: Data partition already in use. Changes will not persist! [2012-10-06 13:35:42 - Emulator] WARNING: SD Card image already in use: C:\Users\Zewisa\.android\avd\AVD_41.avd/sdcard.img [2012-10-06 13:35:42 - Emulator] WARNING: Cache partition already in use. Changes will not persist! [2012-10-06 13:35:42 - Emulator] could not get wglGetExtensionsStringARB [2012-10-06 13:35:42 - Emulator] could not get wglGetExtensionsStringARB [2012-10-06 13:35:42 - Emulator] could not get wglGetExtensionsStringARB [2012-10-06 13:35:42 - Emulator] could not get wglGetExtensionsStringARB [2012-10-06 13:35:42 - Emulator] could not get wglGetExtensionsStringARB [2012-10-06 13:35:42 - Emulator] could not get wglGetExtensionsStringARB [2012-10-06 13:35:42 - Emulator] could not get wglGetExtensionsStringARB [2012-10-06 13:35:42 - Emulator] could not get wglGetExtensionsStringARB [2012-10-06 13:35:42 - Emulator] emulator: warning: opening audio input failed [2012-10-06 13:35:42 - Emulator]

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  • Configuring an offscreen framebuffer fails the completeness test

    - by randallmeadows
    I'm trying to create an offscreen framebuffer into which I can do some OpenGL drawing, and then pull the bits out manually. I'm following the instructions here, but in step 4, status is 0 instead of GL_FRAMEBUFFER_COMPLETE_OES. If I insert a call go glGetError() after every gl call, it returns 0 (GL_NO_ERROR) every time. But, the values of variables do not change during the call. E.g., GLuint framebuffer; glGenFramebuffersOES(1, &framebuffer); glBindFramebufferOES(GL_FRAMEBUFFER_OES, framebuffer); the value of framebuffer does not get altered at all (even when I change it to some arbitrary value and re-execute). It's almost like the gl calls are not actually being made. I'm linking against OpenGLES framework, and get no compile, link, or run-time errors (or warnings). I'm at a loss as to what to do to fix this. I've tried continuing on with my drawing, but do not see the results I expect, but at this point I can't tell whether it's because of the above error, or the conversion to a UIImage.

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