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
8
votes
1 answer

GLKViewControllerDelegate getting blocked

I have a GLKViewController to handle some OpenGL drawing. I have the glkView:drawInRect and update method both implemented and have the preferredFramesPerSecond property set to 30 (the default). The problem is that the delegate methods stop firing…
Ross Kimes
  • 1,234
  • 1
  • 12
  • 34
7
votes
1 answer

Nesting GLKView into UIViewController

I'm trying to use GLKView in UIViewController, my code looks like this CustomViewController.h #import #import @interface CustomViewController : UIViewController { NSString * name; } @property NSString *…
JohnnyAce
  • 3,569
  • 9
  • 37
  • 59
7
votes
3 answers

Texture mapping in GLKit is not working only in devices

I used the code in this link to map textures of human faces. This code uses GLKIT to render the images. Code works fine in simulator but the same code if I run in device its not working. The below are the screen shots of the images where it works in…
2vision2
  • 4,933
  • 16
  • 83
  • 164
7
votes
2 answers

Replace particular color of image in iOS

I want to replace the particular color of an image with other user selected color. While replacing color of image, I want to maintain the gradient effect of that original color. for example see the attached images. I have tried to do so with…
7
votes
2 answers

iOS OpenGL ES screen rotation while background apps bar visible

My app uses GLKit to render 3D scene with OpenGL ES. All works fine, except one thing. When I launch my app in iPad and display background apps bar (with double "Home" button click) and then change device's orientation, scene is updated wrongly…
kpower
  • 3,871
  • 4
  • 42
  • 62
7
votes
2 answers

Multithreading GLKView drawing

My main view controller contains many sub-views. One such subview is a GLKView linked up to a GLKViewController. The GLKViewController seems to be the one in charge of updating the GLKView's display, and something automagical is calling that…
Dan F
  • 17,654
  • 5
  • 72
  • 110
7
votes
1 answer

Can I use iOS GLKit without using a full screen view?

I started the Xcode template using GLKit but my intention is to have a window showing the OpenGL part of the view and UIKit for controls. GLKViewController comes with a GLKView. I went to IB and removed the GLKView and added a UIView, putting a new…
Adam Eberbach
  • 12,309
  • 6
  • 62
  • 114
6
votes
1 answer

Difference between glkView:drawInRect: and glkViewControllerUpdate:? OpenGL ES 2 - iOS

What should be the difference, purpose wise, between these two methods in my render loop? Apple has this to say.... About update() The view controller calls its delegate’s glkViewControllerUpdate: method. Your delegate should update frame data that…
Half_Duplex
  • 5,102
  • 5
  • 42
  • 58
6
votes
1 answer

Cross-platform development with GLKit?

I've just installed the current Xcode 4 release and realized the new "GLKit" API thats also used in the OpenGL Template for iOS. So, I want to develop an cross-plattform game for iOS, Mac & Windows. GLKit seems like a step backwards in terms of…
Constantin
  • 8,721
  • 13
  • 75
  • 126
6
votes
1 answer

Resizing a GLKView

When a GLKView is resized, there are some behind-the-scenes operations that take place on the buffers and context of that GLKView. During the time it takes to perform these behind-the-scenes operations, drawing to the GLKView does not produce…
spybart
  • 2,583
  • 3
  • 22
  • 33
6
votes
1 answer

GLKTextureLoader not loading jpg on "The new iPad"

Im trying to create a cube map of six jpg files from the web in GLKit. It works great on my iPhone 6+ but when i run the same code on "The new iPad" the cube map is just black when applied to an object. If i try the same thing with png files it…
Maciej Swic
  • 11,139
  • 8
  • 52
  • 68
5
votes
1 answer

There is a way to link GLKit in an IOS4 app?

I build an application that uses GLKit in order to draw OpenGL stuff on the screen. I know that this is an iOS5 framework but, I was wondering if there is a way to link with glkit dylib by hand. I'll appreciate if I do not need to rebuild my code…
McLeary
  • 1,231
  • 2
  • 13
  • 21
5
votes
0 answers

How do I avoid a logical buffer store with GLKView's framebuffer?

Running Xcode's OpenGL ES diagnostic on a very simple app that switches to a second framebuffer and back (with appropriate use of glClear and glInvalidateFramebuffer) shows warnings about a logical buffer store on switching to the second…
Michael Tyson
  • 1,498
  • 1
  • 14
  • 23
5
votes
1 answer

How do I convert this OpenGL pointer math to Swift?

I’m following this tutorial about OpenGL / GLKit for iOS but trying to implement it in Swift. It’s going fine until I get to this part: - (void)render { // 1 self.effect.texture2d0.name = self.textureInfo.name; self.effect.texture2d0.enabled =…
jbrennan
  • 11,943
  • 14
  • 73
  • 115
5
votes
2 answers

How to use GLKit within the Xcode OS X Swift Playground?

I'm trying to use GLKit within the Xcode 6 OS X Swift Playground but the import GLKit doesn't seem enough to make Playground recognize GLKView. Any ideas? import Cocoa import GLKit import OpenGL let frame = CGRect(x: 0, y: 0, width: 400, height:…
darrinm
  • 9,117
  • 5
  • 34
  • 34
1
2
3
29 30