iphone Programming Glossary: gl_renderbuffer
How do I blend two textures with different co-ordinates in OpenGL ES 2.0 on iPhone? http://stackoverflow.com/questions/12242443/how-do-i-blend-two-textures-with-different-co-ordinates-in-opengl-es-2-0-on-ipho glClearColor 0.0 0.0 0.0 0.0 glClear GL_COLOR_BUFFER_BIT glDrawArrays GL_TRIANGLE_STRIP 0 4 glBindRenderbuffer GL_RENDERBUFFER viewRenderbuffer context presentRenderbuffer GL_RENDERBUFFER Vertex shader... attribute vec4 position attribute vec4 inputTextureCoordinate.. glDrawArrays GL_TRIANGLE_STRIP 0 4 glBindRenderbuffer GL_RENDERBUFFER viewRenderbuffer context presentRenderbuffer GL_RENDERBUFFER Vertex shader... attribute vec4 position attribute vec4 inputTextureCoordinate varying vec2 textureCoordinate void main..
Request a DepthBuffer in OpenGL ES for iPhone http://stackoverflow.com/questions/4361516/request-a-depthbuffer-in-opengl-es-for-iphone Create color render buffer and allocate backing store. glGenRenderbuffers 1 colorRenderbuffer glBindRenderbuffer GL_RENDERBUFFER colorRenderbuffer context renderbufferStorage GL_RENDERBUFFER fromDrawable CAEAGLLayer self.layer glGetRenderbufferParameteriv.. 1 colorRenderbuffer glBindRenderbuffer GL_RENDERBUFFER colorRenderbuffer context renderbufferStorage GL_RENDERBUFFER fromDrawable CAEAGLLayer self.layer glGetRenderbufferParameteriv GL_RENDERBUFFER GL_RENDERBUFFER_WIDTH framebufferWidth.. context renderbufferStorage GL_RENDERBUFFER fromDrawable CAEAGLLayer self.layer glGetRenderbufferParameteriv GL_RENDERBUFFER GL_RENDERBUFFER_WIDTH framebufferWidth glGetRenderbufferParameteriv GL_RENDERBUFFER GL_RENDERBUFFER_HEIGHT framebufferHeight..
Use of VAO around VBO in Open ES iPhone app Causes EXC_BAD_ACCESS When Call to glDrawElements http://stackoverflow.com/questions/6240863/use-of-vao-around-vbo-in-open-es-iphone-app-causes-exc-bad-access-when-call-to-g sizeof Indices sizeof Indices 0 GL_UNSIGNED_BYTE 0 glBindVertexArrayOES 0 BOOL success context presentRenderbuffer GL_RENDERBUFFER if success NSLog @ present failed The call to glDrawArrays works and it fills my texture however the call to glDrawElements..
iOS CVImageBuffer distorted from AVCaptureSessionDataOutput with AVCaptureSessionPresetPhoto http://stackoverflow.com/questions/6540710/ios-cvimagebuffer-distorted-from-avcapturesessiondataoutput-with-avcapturesessio BUFFER_OFFSET 0 glBindBuffer GL_ARRAY_BUFFER 0 glBindBuffer GL_ELEMENT_ARRAY_BUFFER 0 self context presentRenderbuffer GL_RENDERBUFFER glDeleteTextures 1 videoFrameTexture_ CVPixelBufferUnlockBaseAddress cameraFrame 0 This all works and leads to the correct..
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