Re: Hardware-accelerated scaling on iOS without OpenGL

2016-11-25 Thread David Duncan
The transform is a reasonable way to go. You can also change the contentMode to get scaling for free. Fundamentally this all ends up as a texture draw on the GPU so how you get the geometry for the draw there is nearly irrelevant. The major performance gain from OpenGL (or Metal) in this case

Re: Hardware-accelerated scaling on iOS without OpenGL

2016-11-25 Thread Alex Zavatone
On Nov 25, 2016, at 10:38 AM, Andreas Falkenhahn wrote: > On 25.11.2016 at 16:29 David Duncan wrote: > >> The fastest method without OpenGL is to work with CGImage directly >> and assign the image as the contents of a CALayer. > >> This will engage CoreAnimation t

Re: Hardware-accelerated scaling on iOS without OpenGL

2016-11-25 Thread Andreas Falkenhahn
On 25.11.2016 at 16:29 David Duncan wrote: > The fastest method without OpenGL is to work with CGImage directly > and assign the image as the contents of a CALayer. > This will engage CoreAnimation to use the hardware to scale the > image, but is still not quite as fast as OpenGL

Re: Hardware-accelerated scaling on iOS without OpenGL

2016-11-25 Thread David Duncan
The fastest method without OpenGL is to work with CGImage directly and assign the image as the contents of a CALayer. This will engage CoreAnimation to use the hardware to scale the image, but is still not quite as fast as OpenGL for the same task. Roughly you'll want to look at CGImageCreate

Hardware-accelerated scaling on iOS without OpenGL

2016-11-25 Thread Andreas Falkenhahn
done using the GPU. But how can I force iOS to draw and scale using the GPU without using OpenGL? I've tried using CGContextDrawImage() but this is really slow, probably because everything is done using the CPU. I've also had a look at the CIImage APIs because these are apparently GPU optimized

Re: opengl rendering outside of -drawRect:

2016-06-18 Thread Richard Charles
> On Jun 18, 2016, at 11:04 AM, Richard Charles wrote: > > So I think the takeaway is that draw calls operate within a graphic context. > If the context you want and need is the current context then you are good to > go. Just to reiterate, if the context you want to

Re: opengl rendering outside of -drawRect:

2016-06-18 Thread Richard Charles
iew, because you are not > really drawing in the view or even in the window. You are drawing in a > separate "surface" that is normally in a layer above the window. See > NSOpenGLCPSurfaceOrder. A typical implementation of lockFocus for use with OpenGL might look like this. - (void)l

Re: opengl rendering outside of -drawRect:

2016-06-11 Thread Richard Charles
> On Jun 11, 2016, at 7:13 AM, Stefano Pigozzi <stefano.pigo...@gmail.com> > wrote: > > If using double buffering, do you have any idea if I can just lockFocus > before calling `CGLFlushDrawable` and unlockFocus after it? Or do I have to > wrap all the OpenGL calls dr

Re: OpenGL Vertical Syncing effect on run loops

2015-09-26 Thread Jerry Krinock
On 2015 Sep 22, at 19:51, Greg Parker <gpar...@apple.com> wrote: > But at some point the timer callback will provoke an OpenGL buffer swap, and > that will block until the next retrace when vertical synchronization is > enabled. The gated buffer swap inside the timer callb

Re: OpenGL Vertical Syncing effect on run loops

2015-09-23 Thread Michael David Crawford
With Wizards For It Makes Us Soggy And Hard To Light. On Tue, Sep 22, 2015 at 7:51 PM, Greg Parker <gpar...@apple.com> wrote: > >> On Sep 22, 2015, at 6:56 PM, Jerry Krinock <je...@ieee.org> wrote: >> >> In Apple document QA1385, in Listing 2, describing how to drive Op

OpenGL Vertical Syncing effect on run loops

2015-09-22 Thread Jerry Krinock
In Apple document QA1385, in Listing 2, describing how to drive OpenGL Rendering Loops 10 years ago, an NSTimer, repeating every 1 millisecond, is added to an app’s run loop [1]. Referring to this timer, the text says that: "When vertical synchronization is enabled in your OpenGL applic

Re: OpenGL Vertical Syncing effect on run loops

2015-09-22 Thread Greg Parker
> On Sep 22, 2015, at 6:56 PM, Jerry Krinock <je...@ieee.org> wrote: > > In Apple document QA1385, in Listing 2, describing how to drive OpenGL > Rendering Loops 10 years ago, an NSTimer, repeating every 1 millisecond, is > added to an app’s run loop [1]. Just

Re: What version of OpenGL bundled in El Capitan?

2015-08-14 Thread davelist
On Aug 13, 2015, at 10:48 AM, Laurent Daudelin laur...@nemesys-soft.com wrote: I've been googling all over the place. The only references I find are the ones that say Metal is going to replace OpenGL. But I know that OpenGL is still bundled. I haven't got around to install El Capitan

What version of OpenGL bundled in El Capitan?

2015-08-13 Thread Laurent Daudelin
I've been googling all over the place. The only references I find are the ones that say Metal is going to replace OpenGL. But I know that OpenGL is still bundled. I haven't got around to install El Capitan on my system (I only have one and I use it for production, having been burnt in the past, I

ogles_gpgpu: GPGPU for iOS and Android using OpenGL ES 2.0

2015-01-10 Thread mkonrad net
processing tasks. ogles_gpgpu enables fast and portable, GPU-powered processing by using OpenGL ES 2.0 shaders. Since transferring data to and from the GPU is often a bottleneck for GPU processing, platform-specific fast texture access is also implemented. The library is written in well documented

Question about accelerometer and OpenGL (ES)

2014-10-27 Thread William Squires
per sec sq? centimeters/s^2? millimeters? 1/10ths of an inch? or is it a percentage of 'g'=-9.81m/s^2 here on Earth, anyway?) 2) Is OpenGL(ES) fast enough for rendering material effects (like shining a light source on a shiny piece of (simulated) aluminum panel)? Or should I rely on a pre

Re: Question about accelerometer and OpenGL (ES)

2014-10-27 Thread David Duncan
the gyroscope built into many devices since the iPhone 4. You may be able to fake somethings with the accelerometer, but it will likely be much harder. 2) Is OpenGL(ES) fast enough for rendering material effects (like shining a light source on a shiny piece of (simulated) aluminum panel)? Or should

Re: OpenGL and crawling ants

2014-06-09 Thread Todd Heberlein
On Jun 8, 2014, at 7:40 PM, Seth Willits sli...@araelium.com wrote: Use mipmaps, and if that's still not high enough quality, anisotropic filtering. Thanks! That is much better. Side note: when setting GLKTextureLoaderGenerateMipmaps to YES, the texture (apparently) should be a power of 2

OpenGL and crawling ants

2014-06-08 Thread Todd Heberlein
I've just started playing with OpenGL, and I'm trying to use GLKBaseEffect and GLKTextureInfo in part to avoid writing my own shaders, but I'm getting a crawling ants effect. I have a texture that is a square with black edges. For the floor I essentially have a series of rectangles on which

Re: OpenGL and crawling ants

2014-06-08 Thread Seth Willits
On Jun 8, 2014, at 6:50 PM, Todd Heberlein todd_heberl...@mac.com wrote: http://www.toddheberlein.com/blog/2014/6/8/opengl-and-crawling-ants Use mipmaps, and if that's still not high enough quality, anisotropic filtering. -- Seth Willits

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

2013-07-03 Thread David Duncan
On Jul 3, 2013, at 10:08 AM, Vincent Habchi vi...@macports.org 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

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

iOS OpenGL ES woes

2013-07-02 Thread Vincent Habchi
Hi folks, I am trying to develop a demo application (DEM viewer) on iOS for educational purposes. I am fairly fluent with OpenGL but this my first try at an iOS app (I usually do OS X development). My problem is that albeit I seem to have abided by all terms of what’s described in the ‘Drawing

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

Re: iOS OpenGL ES woes

2013-07-02 Thread Vincent Habchi
to the render buffer. Maybe I should ask on the OpenGL list instead. Vincent ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins

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 vi...@macports.org wrote: On 2 juil. 2013, at 17:54, Vincent Habchi

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 Rowland
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 buffer. Maybe I should ask on the OpenGL list instead. Vincent

Re: iOS OpenGL ES woes

2013-07-02 Thread David Duncan
On Jul 2, 2013, at 1:15 PM, Vincent Habchi vi...@macports.org 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

iOS: AVFoundation, creating sample buffers for an AVAssetWriter from OpenGL ... so confused :-/

2011-07-14 Thread John Michael Zorko
Hello, all ... I'm trying to create a sample buffer from an OpenGL view using glReadPixels(), so I can write the sample buffer with an AVAssetWriter I set up. I'm recording audio and video, and i'm really quite confused as to how to do this. So far, i'm recording audio and video straight from

OpenGL paint program

2011-04-27 Thread Reza Farhad
Dear All I am trying to create a paint like program for iPad. I have downloaded and played with Apple's sample code GLPaint, but I have come across one big issue. When I use a brush image with alpha around the edge, like the apple example, I start getting dark edges rather that having the

Re: AVFoundation and OpenGL?

2011-04-11 Thread David Duncan
On Apr 10, 2011, at 12:18 PM, John Michael Zorko wrote: I've been playing with Core Animation and AVFoundation to get some interesting results. I've a question, though, with regards to AVFoundation and OpenGL: Can I make OpenGL work with AVPlayerLayer? That depends on what you mean

Re: AVFoundation and OpenGL?

2011-04-11 Thread David Duncan
) is required for OpenGL to interface with it i.e. if I wanted to use OpenGL to make a 3D rotating sphere of many AVPlayerLayers (or as many as an iPad 2 can handle, anyway), is this possible since AVPlayerLayer doesn't derive from CAEGLayer? CAEAGLLayers are required to render OpenGL

AVFoundation and OpenGL?

2011-04-10 Thread John Michael Zorko
Hello, all ... I've been playing with Core Animation and AVFoundation to get some interesting results. I've a question, though, with regards to AVFoundation and OpenGL: Can I make OpenGL work with AVPlayerLayer? Regards, John ___ Cocoa-dev

Re: Intercepting cocoa/quartz/opengl Draw command.

2010-12-14 Thread Kyle Sluder
access to certain applications. To have this , I am trying to intercept cocoa/quartz/opengl  draw command and reproduce them in the client (The input is redirected from the client to the server).         But unable to figure out the way to get draw command. On Windows , this can be done by using

Intercepting cocoa/quartz/opengl Draw command.

2010-12-14 Thread manoj
Hi All, I am developing application that allows remote access to other applications (running on different machines). The idea is to make give users transparent access to certain applications. To have this , I am trying to intercept cocoa/quartz/opengl draw command and reproduce

Re: Intercepting cocoa/quartz/opengl Draw command.

2010-12-14 Thread Nick Zitzmann
cocoa/quartz/opengl draw command and reproduce them in the client (The input is redirected from the client to the server). But unable to figure out the way to get draw command. On Windows , this can be done by using Windows metafile which captures all GDI drawing commands

Best strategy for blending many corevideo frames in opengl.

2010-08-20 Thread Evan Harper
in frames, but I'm wondering what the best strategy for blending many of these frames together for the final image. I've worked in opengl before, but this is somewhat new territory and I'm wondering what the pitfalls and bottlenecks might be. cheers, evan

Re: Smooth OpenGL animation possible, even if main thread blocks?

2010-06-28 Thread Markus Hanauska
On Friday, 2010-06-25, at 21:18, vincent habchi wrote: As far as my experience goes, it was perfectly possible to update a CALayer from a background thread as long as you make this thread run its own runloop. That's what I did some time ago before reverting to the classical method for the

Re: Smooth OpenGL animation possible, even if main thread blocks?

2010-06-28 Thread vincent habchi
Markus, Possible or Allowed? ;-) Both, I think. If I am not mistaken, it was some Apple guy (David Duncan?) who pointed out the role of the runloop. I therefore take for granted that, if it is not allowed, it must at least be tolerated. It is also possible to use Cocoa UI objects from

Re: Smooth OpenGL animation possible, even if main thread blocks?

2010-06-28 Thread Markus Hanauska
On Monday, 2010-06-28, at 14:43, vincent habchi wrote: Possible or Allowed? ;-) Both, I think. If I am not mistaken, it was some Apple guy (David Duncan?) who pointed out the role of the runloop. I therefore take for granted that, if it is not allowed, it must at least be tolerated.

Re: Smooth OpenGL animation possible, even if main thread blocks?

2010-06-28 Thread vincent habchi
Le 28 juin 2010 à 15:01, Markus Hanauska a écrit : What does work, but I doubt it is allowed, is to directly call 'display' on the CALayer. Apple says you should not call this method directly, but so far it seems to work and has not crashed... on the other hand it might crash if the

Smooth OpenGL animation possible, even if main thread blocks?

2010-06-25 Thread Markus Hanauska
Let me shortly describe the current situation: We have a window and inside this window is a layer-hosting NSView. This view is supposed to permanently display a never ending OpenGL animation. Why did we use CALayers for that? For no specific reason, it just sounded like starting with 10.5

Re: Smooth OpenGL animation possible, even if main thread blocks?

2010-06-25 Thread vincent habchi
So what are we supposed to do? Is there something I'm overlooking here or should we maybe stop using CALayers and instead use NSOpenGLView or maybe even manage our own OpenGL Context, render into a background buffer (e.g. some kind of image) and then directly paint this image from within

Quicklook preview generator and OpenGL

2010-04-28 Thread Mads Paulin
Hi All, I am getting really frustrated with a weird problem of rendering OpenGL from a quicklook generator plugin. I hope some of you can give me a hint about what I am doing wrong. I am working with some 3D files for which I want to create a quicklook generator for creating previews

Re: Quicklook preview generator and OpenGL

2010-04-28 Thread Kyle Sluder
On Tue, Apr 27, 2010 at 10:43 AM, Mads Paulin madspau...@gmail.com wrote: Anyone got any ideas why I cannot allocate OpenGL pixel formats and NSOpenGLContext from a quicklook generator ? I believe QuickLook plugins (more accurately the generator processes they're run in) are sandboxed. It would

Re: Problem with CoreAnimation and OpenGL drawing from a safari plugin

2010-04-22 Thread David Duncan
On Apr 22, 2010, at 4:46 AM, varaha murthy wrote: I have a Safari out of process plugin which draws some 3d content using CAOpenGLLayer provided by Sfari by overriding darwInCglContext(). Inside darwInCglContext(), I draw content using opengl and call 'glFlush'(tried CGLFlushDrawable too

Problem with CoreAnimation and OpenGL drawing from a safari plugin

2010-04-22 Thread varaha murthy
Hi All, I hope I am in the right mailing list. Please point me to the correct one if not. I have a Safari out of process plugin which draws some 3d content using CAOpenGLLayer provided by Sfari by overriding darwInCglContext(). Inside darwInCglContext(), I draw content using opengl and call

OpenGL Shading Issues on PPC

2010-04-20 Thread Peter Willsey
Hello All, I've been developing a screensaver in Objective-C using OpenGL to render an object in wavefront .obj format. The object is displayed and rotated on the X, Y and Z axis. I have enabled lighting and I'm calculating surface normals so that shading works properly. I have been

Re: OpenGL Shading Issues on PPC

2010-04-20 Thread Peter Willsey
Hi Thanks for your reply. .obj is an ASCII file format, I don't think byte order would be an issue here. On 2010-04-20, at 11:55 AM, A.M. wrote: On Apr 19, 2010, at 12:33 PM, Peter Willsey wrote: Hello All, I've been developing a screensaver in Objective-C using OpenGL to render

Cocoa+OpenGL app crashes iMac

2010-02-09 Thread Shayne Wissler
I have a multithreaded Cocoa+OpenGL app that can reliably bring down OSX. I am using the latest released/patched version of OSX, all updates have been downloaded and applied. The application has a thread that displays video frames as OpenGL textures. When I resize the associated window

Re: Cocoa+OpenGL app crashes iMac

2010-02-09 Thread Kyle Sluder
On Tue, Feb 9, 2010 at 1:38 PM, Shayne Wissler wiss...@gmail.com wrote: Any tips? File a bug at bugreport.apple.com. --Kyle Sluder ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the

Re: Cocoa+OpenGL app crashes iMac

2010-02-09 Thread Jean-Daniel Dupas
Le 9 févr. 2010 à 22:38, Shayne Wissler a écrit : I have a multithreaded Cocoa+OpenGL app that can reliably bring down OSX. I am using the latest released/patched version of OSX, all updates have been downloaded and applied. The application has a thread that displays video frames as OpenGL

Re: Cocoa+OpenGL app crashes iMac

2010-02-09 Thread Shayne Wissler
Thanks for the tips, I will review my code according to your suggestions. I did try the OpenGL profiler--that causes a kernel panic almost instantly. Shayne Wissler On Tue, Feb 9, 2010 at 3:21 PM, Jean-Daniel Dupas devli...@shadowlab.org wrote: Le 9 févr. 2010 à 22:38, Shayne Wissler a écrit

Re: odd problems with NSData / OpenGL

2009-12-08 Thread David Duncan
class. Mesh loads vertices and indexed triangular faces from a file, and stores them as NSData objects containing vertex arrays, intended to be used with glVertexPointer etc. OpenGL calls. The mesh is drawn in drawRect: of the view class using OpenGL. First call of this method works fine

Re: odd problems with NSData / OpenGL

2009-12-08 Thread Henri Häkkinen
On Dec 8, 2009, at 6:42 PM, David Duncan wrote: More than likely this is a memory management problem. Specifically, you probably aren't claiming ownership of the NSData object that you store in your instance variable, and thus it is being deallocated out from under you. I was under the

Re: odd problems with NSData / OpenGL

2009-12-08 Thread David Duncan
If you don't turn GC on, then you likely don't have it on. Check your project settings, as most if the project templates do not enable GC. -- David Duncan @ My iPhone On Dec 8, 2009, at 3:52 PM, Henri Häkkinen hen...@henuxsoft.com wrote: On Dec 8, 2009, at 6:42 PM, David Duncan wrote:

Re: odd problems with NSData / OpenGL

2009-12-08 Thread Nick Zitzmann
On Dec 8, 2009, at 4:52 PM, Henri Häkkinen wrote: I was under the impression that automatic garbage collection was used in Mac OS X 10.5 and over, so retaining and releasing objects was handled automatically? No; you have to turn it on in the application, for two reasons: 1. Tiger and

Re: odd problems with NSData / OpenGL

2009-12-08 Thread Sean McBride
On 12/9/09 1:52 AM, Henri Häkkinen said: I was under the impression that automatic garbage collection was used in Mac OS X 10.5 and over, so retaining and releasing objects was handled automatically? Mostly automatic. :) This is the initializer method of my Mesh class (I'm using OpenCTM library

Re: odd problems with NSData / OpenGL

2009-12-08 Thread Henri Häkkinen
On Dec 9, 2009, at 2:05 AM, Sean McBride wrote: And these are ivars I guess? If so, they should live as long as 'self' does. Yes, they are ivars. I was able to resolve the issue by adding invocation to retain: for both _vertices and _indices. So yep, it was a memory management issue. I

Re: odd problems with NSData / OpenGL

2009-12-08 Thread Sean McBride
On 12/9/09 2:25 AM, Henri Häkkinen said: On Dec 9, 2009, at 2:05 AM, Sean McBride wrote: And these are ivars I guess? If so, they should live as long as 'self' does. Yes, they are ivars. I was able to resolve the issue by adding invocation to retain: for both _vertices and _indices. So yep,

Re: breakout game - openGL or quartz?

2009-12-07 Thread Brian Dittmer
You'll probably want to check out cocos2d-iphone, a great objective-c framework for writing opengl games on the iphone. You can find more info at http://www.cocos2d-iphone.org. -Brian On Mon, Dec 7, 2009 at 2:46 AM, Chunk 1978 chunk1...@gmail.com wrote: cool game, patrick.  i especially liked

Re: breakout game - openGL or quartz?

2009-12-07 Thread Randall Meadows
a version for plain old OS X... So before I do this, I wanted to ask the opinions of every one here-- Should I use OpenGL or quartz/core animation for my graphics drawing? I am thinking that I want to use OpenGL-- even though the game is 2D, I still would like to be able to do gradients and shading

Re: breakout game - openGL or quartz?

2009-12-07 Thread BravoBug Software
Everyone seems to have already pointed you in the right direction, but as someone who has specific experience making such a game solo (http://bravobug.com/megabrickbash3000) I wanted to just throw in my .02 that OpenGL is definitely the way to go. NeHe's tutorials will be very handy along the way

odd problems with NSData / OpenGL

2009-12-07 Thread Henri Häkkinen
), and the document has a reference to a Mesh class. Mesh loads vertices and indexed triangular faces from a file, and stores them as NSData objects containing vertex arrays, intended to be used with glVertexPointer etc. OpenGL calls. The mesh is drawn in drawRect: of the view class using OpenGL

breakout game - openGL or quartz?

2009-12-06 Thread Patrick J. Collins
wanted to ask the opinions of every one here-- Should I use OpenGL or quartz/core animation for my graphics drawing? I am thinking that I want to use OpenGL-- even though the game is 2D, I still would like to be able to do gradients and shading and glowing, etc.. Which I am assuming isn't going

Re: breakout game - openGL or quartz?

2009-12-06 Thread Seth Willits
On Dec 6, 2009, at 10:48 PM, Patrick J. Collins wrote: So before I do this, I wanted to ask the opinions of every one here-- Should I use OpenGL or quartz/core animation for my graphics drawing? OpenGL. Come join the party: http://www.idevgames.com/forum/ -- Seth Willits

Re: breakout game - openGL or quartz?

2009-12-06 Thread Nick Zitzmann
use OpenGL or quartz/core animation for my graphics drawing? This thread is probably going to go OT, but I'd recommend OpenGL. There are plenty of examples of great 2D games that were implemented using a 3D API of some sort; World of Goo immediately comes to mind. Also if anyone recommends any

Re: breakout game - openGL or quartz?

2009-12-06 Thread Chunk 1978
to just make a version for plain old OS X... So before I do this, I wanted to ask the opinions of every one here--   Should I use OpenGL or quartz/core animation for my graphics drawing? This thread is probably going to go OT, but I'd recommend OpenGL. There are plenty of examples of great 2D

Re: Core Data with OpenGL

2009-10-13 Thread Dado Colussi
that is a document based core data application that uses OpenGL. There is no strictly correct way of solving your problem. Below are my recommendations. Design your model objects as data containers. Hence no drawing behavior in model objects. If you add behavior to your model objects, make

Re: Core Data with OpenGL

2009-10-13 Thread Erik Buck
For a variety of reasons, I use Core Data with OpenGL all of the time.  One of my presentations this weekend at Voices That Matter: iPhone Developers Conference uses a Core Data application with two different Views as an example of the MVC design pattern.  One View presents information about

Re: Core Data with OpenGL

2009-10-13 Thread I. Savant
On Oct 13, 2009, at 9:58 AM, Erik Buck wrote: I think that the Core Data model and any generated classes should be left untouched because you may want to regenerate the classes later. I use Categories to add View specific drawing methods to the objects that represent Core Data entities.

Re: Core Data with OpenGL

2009-10-12 Thread Kyle Sluder
On Mon, Oct 12, 2009 at 7:47 AM, Richard Somers rsomers.li...@infowest.com wrote: Any suggestions or comments? This is typically where the controller layer would come in. A controller-layer object would know of the GL context and of the insertion/removal of objects in the MOC, and create

Re: Core Data with OpenGL

2009-10-12 Thread Richard Somers
Sluder's remarks of putting the OpenGL resource creation and disposal stuff in the controller-layer might be the way to go. I am currently using off the shelf NSObjectController and NSArrayController classes to add and remove model objects from the managed object context. I could subclass

Re: Core Data with OpenGL

2009-10-12 Thread I. Savant
On Oct 12, 2009, at 4:27 PM, Ben Trumbull wrote: but in this case it must draw itself. No, it doesn't must do anything. Views draw themselves, model objects are state, and controllers are intermediaries. ... What problem are you trying to solve by knowingly violating the MVC design

Re: Core Data with OpenGL

2009-10-12 Thread Richard Somers
and NSArrayController. This is hard, because you're going in the wrong direction. Put a stake in the ground, that your model objects will never ever call directly into OpenGL. I have a collection of model objects in a core data store. I enumerate all the objects in the store one by one and draw

[iPhone opengl] drawing issues when switching views

2009-09-17 Thread Sven
Apologies if this is not on the right list. I have an app with several views, one of which is an OpenGLES view implemented by subclassing OpenGLES2DView. When I switch from a normal view to the OpenGL view it draws the textured sprite as expected, but when I switch from the OpenGL view back

Snow Leopard OpenGL Full Screen

2009-09-15 Thread Jeff LaMarche
The traditional way of doing an OpenGL (gCGLPFAFullScreen, CGLSetFullScreen()) have been deprecated. At WWDC this year, in the Snow Leopard OpenGL session, a new all-Cocoa method was shown where you basically just resize the window containing the NSOpenGLView and layer it above the menu

Re: OpenGL screen captures

2009-09-05 Thread Jean-Daniel Dupas
Le 5 sept. 2009 à 06:06, Development a écrit : I'm using opengl to do screen captures because that seems to be the fastest way. The problem is that I need the cursor to be visible but it is not. Is there a flag I can set with opengl to make the cursor visible? Or am I going to have

OpenGL screen captures

2009-09-04 Thread Development
I'm using opengl to do screen captures because that seems to be the fastest way. The problem is that I need the cursor to be visible but it is not. Is there a flag I can set with opengl to make the cursor visible? Or am I going to have to attach an image to it during capture

Re: The iPhone SDK OpenGL ES Application template

2009-07-22 Thread Wilson Chen
Thank you David for the tip! On Wed, Jul 22, 2009 at 5:11 AM, David Duncan david.dun...@apple.comwrote: On Jul 21, 2009, at 10:18 AM, Wilson Chen wrote: My question is: since an EAGLView is a subclass of UIView, is there a particular reason for the template to not follow the common pattern

The iPhone SDK OpenGL ES Application template

2009-07-21 Thread Wilson Chen
this pattern since it adheres the MVC pattern. However, inside the OpenGL ES Application XCode template, the EAGLView is added directly to the window in the nib file, leaving the controller out. My question is: since an EAGLView is a subclass of UIView, is there a particular reason

Re: The iPhone SDK OpenGL ES Application template

2009-07-21 Thread Kyle Sluder
On Tue, Jul 21, 2009 at 10:18 AM, Wilson Chencanti.m...@gmail.com wrote: My question is: since an EAGLView is a subclass of UIView, is there a particular reason for the template to not follow the common pattern to adhere the beloved MVC? Speed? If you're using OpenGL, you're probably

Re: The iPhone SDK OpenGL ES Application template

2009-07-21 Thread David Duncan
On Jul 21, 2009, at 10:18 AM, Wilson Chen wrote: My question is: since an EAGLView is a subclass of UIView, is there a particular reason for the template to not follow the common pattern to adhere the beloved MVC? There is really no difference in if you want to have the view controller or

Re: The iPhone SDK OpenGL ES Application template

2009-07-21 Thread Alexander Spohr
very interested to know - why it should be faster to do it in OpenGL - how you do it in OpenGL Thanx, atze ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact

Re: The iPhone SDK OpenGL ES Application template

2009-07-21 Thread David Duncan
On Jul 21, 2009, at 2:01 PM, Alexander Spohr wrote: I am very interested to know - why it should be faster to do it in OpenGL If you use the built in orientation support, then we place a transform on the view's layer. A transform on OpenGL content will force your rendering onto a slower

OpenGL

2009-04-20 Thread fawad shafi
dear all, i am new on OpenGL Framework, i dnt know to that how to display the simple 3D image using OpenGL. Thanks in advance. Regards, Fawad Shafi _ Rediscover Hotmail®: Get quick friend updates right in your inbox. http

Re: OpenGL

2009-04-20 Thread Andrew Farmer
On 20 Apr 09, at 06:59, fawad shafi wrote: i am new on OpenGL Framework, i dnt know to that how to display the simple 3D image using OpenGL. This doesn't appear to be relevant to Cocoa development, at least until the Cocoa OpenGL views get involved. If you're just getting started

Re: OpenGL

2009-04-20 Thread Steve Christensen
On Apr 20, 2009, at 4:23 PM, Andrew Farmer wrote: On 20 Apr 09, at 06:59, fawad shafi wrote: i am new on OpenGL Framework, i dnt know to that how to display the simple 3D image using OpenGL. This doesn't appear to be relevant to Cocoa development, at least until the Cocoa OpenGL views get

Re: OpenGL

2009-04-20 Thread Brent Fulgham
On 20 Apr 09, at 06:59, fawad shafi wrote: i am new on OpenGL Framework, i dnt know to that how to display the simple 3D image using OpenGL. On Mon, Apr 20, 2009 at 5:27 PM, Steve Christensen puns...@mac.com wrote: ...and subscribe to the mac-opengl mailing list, which is also a better place

Re: [SOLVED] Rendering OpenGL in timed loop (CoreVideo).

2009-04-12 Thread Brian Bruinewoud
That did it, adding [[ self openGLContext ] flushBuffer ]; To the end of getFrameForTime: did the trick. Thanks. On 12/04/2009, at 03:13 , Michael Ash wrote: On Sat, Apr 11, 2009 at 2:20 AM, Brian Bruinewoud br...@darknova.com wrote: Ok. That works. I was coming from an NSOpenGLView example

Re: Rendering OpenGL in timed loop (CoreVideo).

2009-04-11 Thread Brian Bruinewoud
calling OpenGL functions like that. OpenGL depends on having a context set up, and each call is executed in that context. This CoreVideo callback does nothing like that. All it does is notify you each time the monitor is done refreshing. It's up to you to set up your own GL context before you start making

Rendering OpenGL in timed loop (CoreVideo).

2009-04-10 Thread Brian Bruinewoud
All, I'm trying to run an OpenGL animation. At first I tried an NSTimer, but couldn't get the output to appear unless I resized the window. It was as if the redraw caused by NSTimer wasn't swapping buffers or whatever whereas the redraw caused by resize was. Note, however

Re: Rendering OpenGL in timed loop (CoreVideo).

2009-04-10 Thread Greg Parker
On Apr 10, 2009, at 6:15 PM, Brian Bruinewoud wrote: However, if I place any openGL code (even just glGetError) in the // Add your drawing code here location, the program crashes (NSLog calls work fine). Note that the openGL code isn't called until after applicationDidFinishLaunching so its

Re: Rendering OpenGL in timed loop (CoreVideo).

2009-04-10 Thread Brian Bruinewoud
/ FirstOpenGLtest', process 1053. [Switching to process 1053 thread 0x4c03] On 11/04/2009, at 11:22 , Greg Parker wrote: On Apr 10, 2009, at 6:15 PM, Brian Bruinewoud wrote: However, if I place any openGL code (even just glGetError) in the // Add your drawing code here location, the program

Re: Rendering OpenGL in timed loop (CoreVideo).

2009-04-10 Thread Brian Bruinewoud
Note that this thread is stopping on the line: GLint e = glGetError(); And that getFrameForTime looks like this: - (CVReturn)getFrameForTime:(const CVTimeStamp*)outputTime { NSLog( @getFrameForTime ); if( !shouldRun ) return kCVReturnError; redcomp = redcomp + 0.01;

Re: Rendering OpenGL in timed loop (CoreVideo).

2009-04-10 Thread Michael Ash
kCVReturnSuccess; } If I remove the glGetError() line, everything works (NSLog messages come spurting out at high speed). You can't just go and start calling OpenGL functions like that. OpenGL depends on having a context set up, and each call is executed in that context. This CoreVideo callback does

Re: OpenGL context sharing

2009-03-27 Thread Clemens Arth
to compile shaders. The real problem I have here is: If I create an application linking to A and B, the code in library B is not able to make use of the OpenGL context which is obviously created through library A (simply by loading a nib file with an embedded NSOpenGLView). After trying a lot

OpenGL context sharing

2009-03-26 Thread Clemens Arth
shaders. The real problem I have here is: If I create an application linking to A and B, the code in library B is not able to make use of the OpenGL context which is obviously created through library A (simply by loading a nib file with an embedded NSOpenGLView). After trying a lot of different

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