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)
if (SDL_Init(SDL_INIT_VIDEO) < 0) throw std::runtime_error(SDL_GetError()); atexit(SDL_Quit); SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 0 ); SDL_GL_SetAttribute( SDL_GL_RETAINED_BACKING, 1 ); 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); InitGL();
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:?http://stackoverflow.com/questions/13231805/gl-arb-point-sprite-porting-to-ios-gles-v1 (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 lists.libsdl.org (sdl at lists.libsdl.org)Subject: Re: [SDL] SDL2 with OpenGL ??? weird results, what’s wrong?Message-ID: <1352305505.m2f.34758 at forums.libsdl.org (1352305505.m2f.34758 at forums.libsdl.org)>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:?http://gamedev.stackexchange.com/questions/40249/sdl2-with-opengl-weird-results-whats-wrong (http://gamedev.stackexchange.com/questions/40249/sdl2-with-opengl-weird-results-whats-wrong)