

These classes abstract out much of the boilerplate code it used to take to set up a basic OpenGL ES project. The new set of APIs is collectively known as GLKit. IOS 5 comes with a new set of APIs that makes developing with OpenGL much easier than it used to be. Note from Ray: This is the fourth iOS 5 tutorial in the iOS 5 Feast! This tutorial is a free preview chapter from our new book iOS 5 By Tutorials. It feels like I'm missing something obvious in my opengl calls.Update 10/24/12: If you’d like a new version of this tutorial fully updated for iOS 6 and Xcode 4.5, check out iOS 5 by Tutorials Second Edition! GlDrawElements(GL_TRIANGLES, 18, GL_UNSIGNED_INT, 0x000000)Īnyone got any ideas? I have searched on google but have not found anything that helps so far. GlDrawElements(GL_TRIANGLES, 612, GL_UNSIGNED_INT, 0x000000) GlClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0) īelow are all the draw calls for a complete frame, extracted while debugging with CodeXL. If (status != FramebufferErrorCode.FramebufferComplete) Var status = GL.CheckFramebufferStatus(FramebufferTarget.Framebuffer) GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, 0) GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferAttachment.DepthAttachment, RenderbufferTarget.Renderbuffer, Handles.DepthBufferObject) GL.RenderbufferStorage(RenderbufferTarget.Renderbuffer, RenderbufferStorage.DepthComponent24, width, height) GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, Handles.DepthBufferObject) GL.GenRenderbuffers(1, out Handles.DepthBufferObject) GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0 + i, 2D, textureHandles, 0) Handles.DrawBuffers = DrawBuffersEnum.ColorAttachment0 + i Handles.DrawBuffers = new DrawBuffersEnum įor (var i = 0 i < textureHandles.Length i++)

GL.BindFramebuffer(FramebufferTarget.Framebuffer, Handles.FrameBufferObject) I get no errors from CheckFrameBufferStatus or GetError and the fbo looks ok when I check it in CodeXL (1 texture and 1 render buffer, format = GL_DEPTH_COMPONENT24, type = GL_FLOAT).Ĭreation of the fbo: GL.GenFramebuffers(1, out Handles.FrameBufferObject) My box is rendered correctly in the first frame when I do frame by frame stepping in CodeXL but it is not visible in the following frames. It looks like the depth buffer that is attached to the fbo is not cleared correctly, I can also see some flickering of the rendered object when I move the camera. Everything renders correctly if I disable depth test or if I render directly to the frame buffer instead of the fbo. I am having trouble with the depth buffer and my fbo.
