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Archive for October, 2008

What the docs don’t tell you about glDrawArrays

2008-10-27 22:24

A classic case of spending a day’s worth of work on a bugfix, resulting in a single changed line of code.

What they don’t tell you in any of the related docs for glDrawArrays is that if you are using VBOs and are not resetting the buffers, geometry drawn with glDrawArrays will be draw corrupted.

Fortunately there is a solution – they need to be set to zero with glBindBuffer(GL_ARRAY_BUFFER, 0);

Useful Core Graphics tip

2008-10-26 23:39

This is a very useful tip on how to transform the core graphics coordinate space to the iphone.

iPhone fonts

2008-10-26 01:50

First iPhone build

2008-10-11 20:02

Got my first iPhone sample app compiled, running and single-step debugging on the iPhone just now… woo

The code signing setup is a real pain, way more complex than running XNA code was on the Xbox360 – you have to generate certificate signing requests, get several certificates, register the device and then finally apply this fix