Thanks Thomas, I'll check it out. --Graham
On 08/08/2011, at 6:24 PM, Thomas Davie wrote: > You're right – the vertices are here specified in OpenGL "clip space" – a > coordinate system stretching from -1 to 1 on all 3 axes. If you want to > specify points in a different coordinate space, it's your responsibility to > make sure that they end up in clip space, by transforming them appropriately. > In old world GL (as you have there) this is done through the fixed function > transform: > > vertex in model space -- * modelview matrix -> vertex in world space -- * > projection matrix -> vertex in clip space -- divide x,y,z by w -> vertex in > normalised device space -- viewport transform -> vertex in pixel space > > I would however *highly* recommend not using old world GL. It will make your > later transition to OpenGL 3.2 core much much harder, as most of the > functions here (glMatrixMode, glPushMatrix, glRotate, glBegin, glColor, > glVertex, glEnd, glPopMatrix, and many others) are no longer present. > > To get an idea of how to get started with modern OpenGL, take a look at > https://github.com/beelsebob/Cocoa-GL-Tutorial and > https://github.com/beelsebob/Cocoa-GL-Tutorial-2. These are still written in > OpenGL 2.1, but in a way that the port to 3.2 when you come to it is > trivially easy. > > Thanks > > Tom Davie > > if (*ra4 != 0xffc78948) { return false; } > > On 8 Aug 2011, at 08:35, Graham Cox wrote: > >> I'm looking at using CAOpenGLLayer to boost drawing performance. I'm a total >> novice at OpenGL. _______________________________________________ Cocoa-dev mailing list ([email protected]) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to [email protected]
