Xcode OpenGL Application Template

Member
Posts: 34
Joined: 2004.07
Post: #1
Hello all,

Just wanted to post a link to my OpenGL application template for Xcode

Xcode OpenGL Template Version 1

here's some info about it:
It uses <projectname>View.m and .h as your main OpenGL View (it even converts spaces to _)

It renames the menu items in the NIB like: The app menu, about, hide, quit and help
appending the project name to all the menu items (except the app menu of course)

and sets the windows title to the project's name

and it even includes a simple rotating cube example Smile

hope you all like it and find it useful Smile

ss2cire

P.S.
Feedback welcome
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Member
Posts: 34
Joined: 2004.07
Post: #2
I've updated the Xcode OpenGL Template

it fixes the following bug:
the project no longer includes the file <<projectname>>View.h in the application package

OpenGL Template Version 2

hope you like it Smile

ss2cire
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Apprentice
Posts: 8
Joined: 2004.07
Post: #3
Oh man! that's exactly what I needed!
You saved my day!
Thanks!
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Member
Posts: 153
Joined: 2004.12
Post: #4
That is seriously awesome.

Is there anyway you could include full screen support. Or tell me how to modify the template so i can do it on my own.

There was a long silence...
'I claim them all,' said the Savage at last.
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Member
Posts: 201
Joined: 2002.06
Post: #5
The template is rockin'. Any chance that you will be modifying it later to include full screen etc. as said above?
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Member
Posts: 34
Joined: 2004.07
Post: #6
yeah, i was thinking of doing that, i realized it lacked Full Screen support Smile I'll be sure to post a link when it's ready

thanks for the comments Smile

ss2cire
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Member
Posts: 567
Joined: 2004.07
Post: #7
LOL. I was just looking around to figure out how to make an xcode template, so i could make an exact tsame thing, plus one for cocoagl.

It's not magic, it's Ruby.
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Member
Posts: 34
Joined: 2004.07
Post: #8
you're in luck Smile this template use Cocoa for the windowing system and such (events ect) i hear creating your own event loop is scary and hard, so i just used cocoa's Smile hope you like it, im working on getting fullscreen support Smile

check back soon
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Snof
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Post: #9
While you're working on adding fullscreen support, you might consider making it so minimization into the dock works correctly. Right now the window turns all white when you minimize it. I know there was a thread at some point about how to do that. Thanks for making this, it's nice to be able to start something without going through all the hassle of setting everything up.
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Member
Posts: 321
Joined: 2004.10
Post: #10
Why doesn't Apple post something like this. I think they should
have a "Best Practices" or something on their web site. They control
so much of the hardware/software that why not jump start stuff
like this.

Hey, maybe this could be an area iDevGames?
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Member
Posts: 153
Joined: 2004.12
Post: #11
How many versions of an openGL template do you need?

There was a long silence...
'I claim them all,' said the Savage at last.
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Member
Posts: 34
Joined: 2004.07
Post: #12
well.. one, i just put the version numbers so people know that it's been updated and which one they have, I'll add full screen, which will make it version 3 and i think that will be it

never know tho Smile
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Moderator
Posts: 1,562
Joined: 2003.10
Post: #13
hangt5 Wrote:How many versions of an openGL template do you need?

AGL, CGL, NSOpenGL, SDL_OpenGL, GLUT, ...

- Alex Diener
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Member
Posts: 153
Joined: 2004.12
Post: #14
ThemsAllTook Wrote:AGL, CGL, NSOpenGL, SDL_OpenGL, GLUT, ...

- Alex Diener

oh, those Sneaky

There was a long silence...
'I claim them all,' said the Savage at last.
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Member
Posts: 567
Joined: 2004.07
Post: #15
hmm...
i can add a screenshot action, if it is in obj-c I don't have xcode with me, so I can't try it out.

It's not magic, it's Ruby.
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