Questions tagged [glkit]

GLKit is a high-level framework for OS X and iOS that assists with development of OpenGL and OpenGL ES apps.

The GLKit framework provides four key feature areas making it easier to develop modern OpenGL and OpenGL ES apps on OS X and iOS:

  • The GLKView and GLKViewController classes in iOS provide a standard implementation of a UIKit view that draws its content using OpenGL ES and a view controller for managing animation in that view.
  • The GLKTextureLoader class allows your app to easily load textures from a variety of sources. Textures can even be loaded asynchronously in the background with just a few lines of code.
  • Effects, in GLKBaseEffect and related classes, provide shader-based versions of common rendering techniques, analogous to features of the fixed-function pipeline in legacy OpenGL and OpenGL ES.
  • Vector, matrix, and quaternion math libraries, optimized for fast performance on Apple devices, provide functions and data types useful for graphics programming and replace features found only in legacy OpenGL and OpenGL ES versions.

See the GLKit Framework Reference for details.

436 questions
31
votes
5 answers

GLKView set drawable properties

I'm trying to port Apples GLPaint example to use GLKit. Using a UIView, its possible to return the CAEAGLLayer of the view and set the drawableProperties to include kEAGLDrawablePropertyRetainedBacking. This has the effect of retaining the drawable…
Brett
  • 2,635
  • 22
  • 35
19
votes
1 answer

GLKTexture is not correctly mapped since iOS6

I got a strange behavior since Xcode 4.5 and the iOS 6 SDK when using textures on my 3D objects. The problem also appears on my mac application when building against OS X 10.8 SDK. I am using OpenGL ES 2.0 on iOS and OpenGL legacy profile ( < 3.0 )…
SMP
  • 586
  • 3
  • 12
18
votes
1 answer

Motion/Moving effect with animation on still image

I am trying to implement animation in a still image in a user-guided direction, something like this: Original image Expected result For this, I have tried the CIBumpDistortionLinear CIFilter. It is animating, but the animation is not exactly like…
MobileGeek
  • 2,462
  • 1
  • 26
  • 46
17
votes
3 answers

On-demand OpenGL ES rendering using GLKit

I am looking into converting my OpenGL rendering code to take advantage of a few features of GLKit (namely the asynchronous texture loading and the automation provided by GLKView/Controller). However, it appears that the classes are designed mainly…
Stuart
  • 36,683
  • 19
  • 101
  • 139
16
votes
3 answers

How is GLKit's GLKMatrix "Column Major"?

Premise A When talking about "Column Major" matrices in linear memory, columns are specified one after another, such that the first 4 entries in memory correspond to the first column in the matrix. "Row Major" matrices, on the other hand, are…
Matt Wilding
  • 20,115
  • 3
  • 67
  • 95
13
votes
4 answers

OpenGL ES 2.0 render to texture

I'm trying to render to a texture using OpenGL ES 2.0, but I can't seem to make it work. This is how I proceed: struct RenderTexture { GLuint framebuffer; GLuint tex; GLint old_fbo; RenderTexture(GLuint…
sharvey
  • 7,635
  • 7
  • 48
  • 66
13
votes
2 answers

OpenGL ES 2.0 GLKit with transparent background

Is there a way to make the background of a GLKView transparent? I've tried the solution here but that isn't working for me. *EDIT: I need help making it completely transparent. The background is mostly white and gray, but I just tested it with…
prplehaze
  • 459
  • 4
  • 15
12
votes
3 answers

Release textures (GLKTextureInfo objects) allocated by GLKTextureLoader

New to developing on iOS and in particular the new OpenGL related features on iOS 5, so I apologize if any of my questions are so basic. The app I am working on is designed to receive camera frames and display them on screen via OpenGL ES (the…
alokoko
  • 1,405
  • 4
  • 21
  • 35
12
votes
3 answers

Using GLKMath from GLKit in Swift

So I'm using a book called iOS Games by tutorials from Ray Wenderlich and trying to utilize some of the objective-C code found there to make the accelerometer control of a character in my game work. Instead of Objective-C though, I want to use…
DShaar
  • 155
  • 2
  • 6
12
votes
0 answers

I need a OpenGL demo which use GLKit framework on mac,the demo use GLKBaseEffect for rendering

I'm trying to make a simple app with GLKit for OSX 10.8, but can't find any examples. Apple documentation is just copied from iOS to Mac with no real examples. I have a context with 3.2 profile set up, and a CVDisplayLink for drawing but nothing.…
user1646239
  • 129
  • 4
12
votes
2 answers

GLKit's GLKBaseEffect and custom shaders

I've been researching this problem I have and I can't seem to understand it well enough to solve it so I thought I might as well throw it out there and the intelligent bunch might have some ideas. :P Basically I have been working on a iPhone project…
qrikko
  • 2,483
  • 2
  • 22
  • 35
11
votes
1 answer

OpenGL ES Interleaving Vertex Buffer Object

I've been looking at the new OpenGL framework for iOS, aptly named GLKit, and have been playing around with porting some existing OpenGL 1.0 code to OpenGL ES 2.0 just to dip my toe in the water and get to grips with things. After reading the API…
Zack Brown
  • 5,990
  • 2
  • 41
  • 54
10
votes
8 answers

GLKTextureLoader fails when loading a certain texture the first time, but succeeds the second time

I'm making an iPhone application with OpenGL ES 2.0 using the GLKit. I'm using GLKTextureLoader to load textures synchronously. The problem is that for a certain texture, it fails to load it the first time. It gives this error: The operation…
Andrei Stanescu
  • 6,353
  • 4
  • 35
  • 64
9
votes
3 answers

Create CVPixelBuffer from YUV with IOSurface backed

So I am getting raw YUV data in 3 separate arrays from a network callback (voip app). From what I understand you cannot create IOSurface backed pixel buffers with CVPixelBufferCreateWithPlanarBytes according to here Important: You cannot use…
cvu
  • 482
  • 2
  • 6
  • 20
8
votes
5 answers

Drawing with GLKit

I am trying to write a game using opengl, but I am having a lot of trouble with the new glkit classes and the default template from iOS. - (void)viewDidLoad { [super viewDidLoad]; self.context = [[EAGLContext alloc]…
botptr
  • 987
  • 3
  • 11
  • 18
1
2 3
29 30