Jump to content

  • Log In with Google      Sign In   
  • Create Account

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.


Read more in this forum topic or make sure you're signed up (from the right-hand sidebar on the homepage) and read Thursday's newsletter to get in the running!


OpenGL ES


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
3 replies to this topic

#1 NiteLordz   Members   -  Reputation: 467

Like
0Likes
Like

Posted 09 October 2012 - 05:08 PM

I have a very simple application running on windows. It utilizes opengl. I have it ported over to ios but my very simple square is not displaying. On the PC it displays. It will do the glClear and on the simulator it is the appropriate color. I traced thru and the shaders compile and link. I get the uniform information and its valid information. All of this code is the same between PC and ios.

Can anyone suggest anything to check?
Code makes the man

Sponsor:

#2 L. Spiro   Crossbones+   -  Reputation: 14403

Like
0Likes
Like

Posted 09 October 2012 - 06:02 PM

Debug on a real device and make use of the Capture OpenGL ES Frame.
Go to the render call and check the OpenGL ES context state for being entirely valid.


L. Spiro
It is amazing how often people try to be unique, and yet they are always trying to make others be like them. - L. Spiro 2011
I spent most of my life learning the courage it takes to go out and get what I want. Now that I have it, I am not sure exactly what it is that I want. - L. Spiro 2013
I went to my local Subway once to find some guy yelling at the staff. When someone finally came to take my order and asked, “May I help you?”, I replied, “Yeah, I’ll have one asshole to go.”
L. Spiro Engine: http://lspiroengine.com
L. Spiro Engine Forums: http://lspiroengine.com/forums

#3 NiteLordz   Members   -  Reputation: 467

Like
0Likes
Like

Posted 09 October 2012 - 06:03 PM

I don't have an actual device... I used my Droid to debug the Droid version... was hoping the emulator would suffice on the ios version
Code makes the man

#4 L. Spiro   Crossbones+   -  Reputation: 14403

Like
1Likes
Like

Posted 09 October 2012 - 06:11 PM

Then you need to get a real device, since the Simulator is far from acceptable. It doesn’t even try to emulate the exact same results as on a device and its support for OpenGL ES 2.0 is software-emulated.
The code is not even compiled to ARM for the Simulator, and debugging on the simulator has fairly low meaning to the actual device.
You also can’t use any debugging tools such as profilers, OpenGL ES Analyzer, Capture OpenGL ES Frame, etc. on the Simulator.

In short, no, the Simulator won’t suffice for iOS. In fact it has been years since I last used it, as it is fairly useless overall. If you try to develop on the Simulator and then just test it on a real device at the end, you will fail, hard.

In the meantime, if the code is small enough, you can post it here.


L. Spiro
It is amazing how often people try to be unique, and yet they are always trying to make others be like them. - L. Spiro 2011
I spent most of my life learning the courage it takes to go out and get what I want. Now that I have it, I am not sure exactly what it is that I want. - L. Spiro 2013
I went to my local Subway once to find some guy yelling at the staff. When someone finally came to take my order and asked, “May I help you?”, I replied, “Yeah, I’ll have one asshole to go.”
L. Spiro Engine: http://lspiroengine.com
L. Spiro Engine Forums: http://lspiroengine.com/forums




Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS