Re: iOS OpenGL ES woes

2013-07-03 Thread vincent habchi
David, > Yes, […] Thanks for your quick answer and your kindness, as usual! Then something is wrong with my setup, I’ll investigate further. Have a great day! Vincent ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin r

Re: iOS OpenGL ES woes

2013-07-03 Thread David Duncan
On Jul 3, 2013, at 10:08 AM, Vincent Habchi wrote: > David, > > BTW, is it possible to add subviews to a CAEAGLLayer backed view? I have been > fighting all day to show a progress indicator atop this backed view, in vain. Yes, as long as you wrap the CAEAGLLayer with a UIView (override +layer

Re: iOS OpenGL ES woes

2013-07-03 Thread Vincent Habchi
David, BTW, is it possible to add subviews to a CAEAGLLayer backed view? I have been fighting all day to show a progress indicator atop this backed view, in vain. Thanks! Vincent ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not

Re: iOS OpenGL ES woes

2013-07-02 Thread David Duncan
On Jul 2, 2013, at 1:15 PM, Vincent Habchi wrote: > Just a further question: on a CAEAGLLayer backed view, [view setNeedDisplay] > does nothing, doesn’t it? Correct. You'll get a log along the lines of "-display does nothing" in the console. -- David Duncan

Re: iOS OpenGL ES woes

2013-07-02 Thread David Rowland
I found it helpful to start with a working sample code app. GLSprite was my mentor. David On Jul 2, 2013, at 12:46 PM, Vincent Habchi wrote: > On 2 juil. 2013, at 17:54, Vincent Habchi wrote: > >> Uh, I just realized I had overlooked the call to EAGLContext >> presentRenderbuffer. It shou

Re: iOS OpenGL ES woes

2013-07-02 Thread Vincent Habchi
Hi David, I made it work eventually. I just figured out both the frame buffer and the render buffer must be bound before drawing. Now I have a fine blue screen, so I guess I can go ahead after a good sleep. :) > Honestly my first question would be why not use GLKit (which the Xcode OpenGL > ES

Re: iOS OpenGL ES woes

2013-07-02 Thread David Duncan
Honestly my first question would be why not use GLKit (which the Xcode OpenGL ES template should be using by default) instead? It pretty much sets up all the expected bits for you. On Jul 2, 2013, at 12:46 PM, Vincent Habchi wrote: > On 2 juil. 2013, at 17:54, Vincent Habchi wrote: > >> Uh,

Re: iOS OpenGL ES woes

2013-07-02 Thread Vincent Habchi
On 2 juil. 2013, at 17:54, Vincent Habchi wrote: > Uh, I just realized I had overlooked the call to EAGLContext > presentRenderbuffer. It should work better when I add it. It doesn’t work even with that call added. I don’t really grasp when the CAEAGLLayer gets somehow hooked to the render buf

Re: iOS OpenGL ES woes

2013-07-02 Thread vincent habchi
Uh, I just realized I had overlooked the call to EAGLContext presentRenderbuffer. It should work better when I add it. Sorry for the noise, but this is a bit confusing at start! Vincent ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please