SDL2 with OpenGL ? weird results, what's wrong? (stevo5800

Heres your problem notice I comment out the surface = SDL_Get… it was giving some weird results. Also you forgot to create the OpenGL context. Let me know if you have any other issues.

SDLWindow::SDLWindow(int width, int height, double axisLen, const std::string &caption)
,m_camPos(0, 0, 2)
,m_camLookAt(0, 0, 0)
,m_camOrient(0, 1, 0)
SDL_GLContext ctx;

if (SDL_Init(SDL_INIT_VIDEO) < 0)
    throw std::runtime_error(SDL_GetError());

SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 0 );

if ((window = SDL_CreateWindow(caption.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
                               width, height, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_BORDERLESS)) == NULL)
    throw std::runtime_error(SDL_GetError());     

/*if ((surface = SDL_GetWindowSurface(window)) == NULL)
    throw std::runtime_error(SDL_GetError());*/

m_width = width;
m_height = height;

//create OpenGL context
ctx = SDL_GL_CreateContext(window);



Berenyi Gabor wrote:> Thanks for taking a look.

The screenshot come from OS X, so you need to replace the iOS project file with the OS X project file that is located in the?“desktop OS X stuff” directory.
The middle and the last pictures use SDL2 instead of the original SDL – all on OS X. The last image uses a pre-alpha quality non-standard OpenGL library that they advertise as compatible with GLES.
The black screen on iOS problem is a separate issue that I addressed in another SO question here:? (it explains that I use a GLES compatibility library that is supposed to take care of glBegin/glEnd stuff)

----------------------------------------------------------------------Message: 1Date: Wed, 07 Nov 2012 08:25:06 -0800From: “stevo5800” <@stevo5800 (@stevo5800)>To: sdl at (sdl at Re: [SDL] SDL2 with OpenGL ??? weird results, what’s wrong?Message-ID: <1352305505.m2f.34758 at (1352305505.m2f.34758 at>Content-Type: text/plain; charset="iso-8859-1"The middle and last picture where taken from what platform? ?I download the code from a link on the stackexchange page and all I get is a black screen. Middle image seems like it’s missing a lot and the last image sees that it’s only missing textures. After looking at the code I realize that you are calling calls that are not compatible with OpenGL ES. You are using glBegin(…); glEnd(); witch are not available on mobile devices. You will need to use VBO’s or Vertex Arrays for all drawing to the screen. Berenyi Gabor wrote:

?Please reply to my issue here:? (