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
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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
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
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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
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
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
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,
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
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
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