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FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


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#ActualL. Spiro

Posted 11 February 2013 - 07:20 PM

The same code on any other device will yield the same results.  The problem is your code, not iOS.

And I told you to use a real device for debugging purposes.

I told you to Capture an OpenGL ES Frame.

As in, run the project on a real device, go to Xcode, select Product->Debug->Capture OpenGL ES Frame.

Now you can single-step through every OpenGL ES call, or just the render calls, and see everything about the context and look for what could be wrong.

 

Look:

frame_capture.png

 

You should count your blessings that you are on iOS.  There is no such feature on Android™.

If you can’t figure it out on your own after doing this, go to the draw call that you think should be drawing a quad and post a screenshot.

 

 

L. Spiro


#1L. Spiro

Posted 11 February 2013 - 07:18 PM

The same code on any other device will yield the same results.  The problem is your code, not iOS.

And I told you to use a real device for debugging purposes.

I told you to Capture an OpenGL ES Frame.

As in, run the project on a real device, go to Xcode, select Product->Debug->Capture OpenGL ES Frame.

Now you can single-step through every OpenGL ES call, or just the render calls, and see everything about the context and look for what could be wrong.

 

Look:

frame_capture.png

 

You should count your blessings that you are on iOS.  There is no such feature on Android™.

 

 

L. Spiro


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