OpenGL ES 2.0 Problems - Senior Project Thread
Hi all,
My name is Evgeni Petrov.
I am doing a Senior Project for iPodTouch last generation on ES 2.0. I decided to use 2.0ES so I can learn more about 3d programming and graphics in general. Unfortunately I am not very good in 3D programming. I have experience with DirectX9.0c and I know the basics but still encounter too many small hick ups. I will update this thread with my problems and questions, I hope you guys can help me out.
The Senior Project is basically a game where a ball is rolled on arcade like platforms using the accelerometer.
To the point. I have problems with rendering simple cubes. When I put the next to each other I get a problem. Looks like clipping problem but I cannot understand why some of the sides are shown and not others. Here is how it looks from above:
![[Image: screenshot20100316at419.png]](http://img97.imageshack.us/img97/9879/screenshot20100316at419.png)
Here when I look it from below:
![[Image: screenshot20100316at418.png]](http://img179.imageshack.us/img179/7808/screenshot20100316at418.png)
It looks like a depth buffer problem but why from only one side? Then I thought maybe it is winding order problem but If I get the boxes far apart (they are not touching) I do not get similar problems.
My name is Evgeni Petrov.
I am doing a Senior Project for iPodTouch last generation on ES 2.0. I decided to use 2.0ES so I can learn more about 3d programming and graphics in general. Unfortunately I am not very good in 3D programming. I have experience with DirectX9.0c and I know the basics but still encounter too many small hick ups. I will update this thread with my problems and questions, I hope you guys can help me out.
The Senior Project is basically a game where a ball is rolled on arcade like platforms using the accelerometer.
To the point. I have problems with rendering simple cubes. When I put the next to each other I get a problem. Looks like clipping problem but I cannot understand why some of the sides are shown and not others. Here is how it looks from above:
![[Image: screenshot20100316at419.png]](http://img97.imageshack.us/img97/9879/screenshot20100316at419.png)
Here when I look it from below:
![[Image: screenshot20100316at418.png]](http://img179.imageshack.us/img179/7808/screenshot20100316at418.png)
It looks like a depth buffer problem but why from only one side? Then I thought maybe it is winding order problem but If I get the boxes far apart (they are not touching) I do not get similar problems.
First, personally I wouldn't go with ES 2.0 right now, especially while you're learning. I'd do 1.1 instead. As far as I can tell, that's what most of us are using right now.
I can't quite tell what's going on in your screenshots, but two things come to mind:
1) try glDisable(GL_CULL_FACE)
2) if that doesn't do it, then maybe you don't have a depth buffer properly attached and enabled
I can't quite tell what's going on in your screenshots, but two things come to mind:
1) try glDisable(GL_CULL_FACE)
2) if that doesn't do it, then maybe you don't have a depth buffer properly attached and enabled
Zammy Wrote:I am doing a Senior Project for iPodTouch last generation on ES 2.0.
You'll need current-generation hardware (something with a PowerVR SGX chip) to run ES2 code. Last generation iPod Touches have PowerVR MBX GPUs, which only run ES1.1 code.
Zammy Wrote:It looks like a depth buffer problem but why from only one side?
Try the debug steps in the FAQ to confirm if it is a depth buffer problem.
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