SDLU: RenderCacheState and RestoreCacheState on iOS |
Re: SDLU: RenderCacheState and RestoreCacheState on iOS |
neoaggelos
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Hello and sorry for the terribly late reply,
First of all, does the code work properly on your desktop, or is just iOS? Secondly, RenderCacheState() and RenderRestoreState() have always been roots for problems (colors not showing up properly etc, with varying success on different platforms). For a while, I've been thinking that these are kinda hit-or-miss, because of the vast number of ways you can render things with OpenGL. As in, I think there is little value in playing guess as to how they will be used, and therefore what they should do in the background. Instead, would anyone benefit from a function like SDLU_GL_PushGeometry() where you push many vertices-colors-texture at once? Also, would you mind running the testrender2 program on your desktop? (It won't run on iOS, it uses OpenGL) Thanks (and Merry Christmas), Aggelos
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Re: SDLU: RenderCacheState and RestoreCacheState on iOS |
neoaggelos
|
Hello and sorry for the terribly late reply,
First of all, does the code work properly on your desktop, or is it just iOS? Secondly, RenderCacheState() and RenderRestoreState() have always been roots for problems (colors not showing up properly etc, with varying success on different platforms). For a while, I've been thinking that these are kinda hit-or-miss, because of the vast number of ways you can render things with OpenGL. As in, I think there is little value in playing guess as to how they will be used, and therefore what they should do in the background. Instead, would anyone benefit from a function like SDLU_GL_PushGeometry() where you push many vertices-colors-texture at once? Also, would you mind running the testrender2 program on your desktop? (It won't run on iOS, it uses OpenGL) Thanks (and Merry Christmas), Aggelos
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