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#1 (permalink) |
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Junior Member
Join Date: Aug 2008
Location: France
Posts: 8
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Hello,
I'm new in the OpenGL ES development, and I make little tests with the simulator. I have not iPhone. I make a project, for try a rotating textured cube. The textured cube is working, but the textures do not correctly displayed, with bad colors. When I launch the Apple's example ("Crash Landing"), the problem is same : ![]() The example's ReadMe say : " Simply build the sample using Xcode and run it on the device. (This project hasn't yet been updated to run in the simulator.)" What is this update to running correctly ? Thanks |
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#2 (permalink) | |
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Member
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Hmm, it works fine for me in the simulator and on my iPhone, have you tried it on the device?
I cant quite say whats wrong. Looks like a palette corruption. Also check the actual textures they themselves may be messed up due to improper extraction.
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#3 (permalink) |
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Junior Member
Join Date: Aug 2008
Location: France
Posts: 8
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No, I don't have iPhone for testing.
But with workaround, I have installed the iPhone SDK on a PPC G4 Mac, maybe an incompatibility problem ? Yet, the GLSprite example work fine. But when I modify the texture "Sprite.png" of the GLSprite example, with a red rectangle in the texture, I have a strange problem : The originals colors of the texture are good, but the rectangle is not red, but clear blue color. I don't understand ? Why this texture work partially, and the modification is corrupted ?? |
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#4 (permalink) | |
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Member
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Yeah I would say that its probably something to do with that ;) Well IM not 100% sure but it seems that it may be possible that the OpenGL apple uses to emulate the ES may supersede that of which your gfx card supports. So when calling certain functions they may point to no were or somewhere that causes memory corruption.
There isnt an exact way to pinpoint the problem since you are on an unsupported machine. Sorry to be the bearer of bad news
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#5 (permalink) |
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Junior Member
Join Date: Aug 2008
Location: France
Posts: 8
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Yes, no issue with the simulator on my G4, yet the Cocoa Touch apps run perfectly, only OpenGL ES simulation is corrupted.
I have subscribed to the Developper Program, and I wait my certificate. I buy an iPod Touch to making my tests. I have found a workaround in the Apple's forum discussion, to making certificate and code signature working on a PPC. I hope it will operate, otherwise I will need to buy an Intel machine, but not immediatly: :\ Last edited by Eddy71; 08-20-2008 at 10:34 AM. |
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#7 (permalink) | |
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Junior Member
Join Date: Jan 2009
Posts: 1
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Quote:
Probably an endian issue? Has anyone got a solution to this? |
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#8 (permalink) |
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Junior Member
Join Date: Feb 2009
Posts: 3
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I have juste posted a related question in the SDK forum.
Since I also encountered the same problem (using 2D textures, and noticed that colors were wrong on Simulator and fine on Device), I guess that the response to this is an endianess problem. I confirm that this will probably be ok on the device. |
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#9 (permalink) |
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Junior Member
Join Date: May 2009
Posts: 1
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Hi,
I'm going cheap for the moment, as I am still learning. I have the same palette issue on G4 with 2.2.1 iphone SDK. Has anyone found a solution to this problem? I've looked throughout the code to no avail. I've been trying the tutorials from 71 squared, and iPhoneDev groups but anything with an OpenGL ES render mehtod seems to get the colours all wacky. The alpha blend(normal) eg. (s, 1-s), clearColour (black) etc is all okay, but I still have a blue background and blue filter across all my sprites. Very annoying, would love some assistance. Cheers! |
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