I'm having an issue rendering in OpenGL ES 1.1 for an iPhone game that I'm building.
In short, I am rendering 3 items:
Basically, I am getting an EXC_BAD_ACCESS error when I call drawArrays on the circle. I have tested the code in the basic iPhone OpenGL template and it works just fine, so I can't really track why it's not working here. Can someone point me in the right way?
Here is the drawCircle code used to render the circle.
- (void) drawCircles
{
if (!m_circleEffects.empty())
{
int segments = 24;
for (int i = 0; i < m_circleEffects.size(); i++)
{
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(m_circleEffects[i].position.x, m_circleEffects[i].position.y, 0);
float radius;
if(m_circleEffects[i].isPulseOutward)
radius = cos(m_circleEffects[i].frameCounter * M_PI / 720);
else
radius = sin(m_circleEffects[i].frameCounter * M_PI / 720);
GLfloat circlePoints[segments * 3];
int count = 0;
for (GLfloat i = 0; i < 360.0f; i += (360.0f / segments))
{
circlePoints[count++] = (cos(i * M_PI / 180) * radius);
circlePoints[count++] = (sin(i * M_PI / 180) * radius);
circlePoints[count++] = z + 1;
}
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, circlePoints);
glDrawArrays(GL_LINE_LOOP, 0, segments);
glDisableClientState(GL_VERTEX_ARRAY);
}
m_circleEffects.clear();
}
}
And the following is my other rendering code. It is called prior to the above code in the run loop. Everything in the following seems to work OK.
- (void)passInVisualsToUse:(vector<Visual>)visuals
{
frameCounter += 0.2;
if (frameCounter >= 360)
frameCounter -= 360;
glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glDepthMask(GL_FALSE);
glBindTexture(GL_TEXTURE_2D, m_backgroundTexture);
glDrawTexfOES(0, 0, 0, 480, 320);
glDepthMask(GL_TRUE);
vector<Visual>::const_iterator visual = visuals.begin();
for (int visualIndex = 0;
visual != visuals.end();
++visual, ++visualIndex)
{
if (visual->ObjectType == 1)
glBindTexture(GL_TEXTURE_2D, m_oneTexture);
else if (visual->ObjectType == 2)
glBindTexture(GL_TEXTURE_2D, m_twoTexture);
else if (visual->ObjectType == 3)
glBindTexture(GL_TEXTURE_2D, m_threeTexture);
else
glBindTexture(GL_TEXTURE_2D, m_fourTexture);
// Set the viewport transform.
vec3 position = visual->Position;
// Set the light position.
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(position.x, position.y, position.z);
float rotationAngle = visual->RotationAngle;
glRotatef(rotationAngle, 0, 1, 0);
float scale = visual->Scale;
if (visual->ShouldThrob)
{
float scaleFactor = scale + sin(frameCounter) / 25;
glScalef(scaleFactor, scaleFactor, scale);
BOOL isPulseOutward;
if (visual->isPulseOutward)
isPulseOutward = YES;
else
isPulseOutward = NO;
CircleEffect toAdd;
toAdd.position = position;
toAdd.frameCounter = frameCounter;
toAdd.isPulseOutward = isPulseOutward;
m_circleEffects.push_back(toAdd);
}
else
glScalef(scale, scale, scale);
// Set the projection transform.
float h = (float)screenSize.size.height / (float)screenSize.size.width;
mat4 projection = mat4::Ortho(xleft, xright, h * xleft, h * xright, znear, zfar);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(projection.Pointer());
// Draw the surface.
int stride = sizeof(vec3) + sizeof(vec3) + sizeof(vec2);
const GLvoid* texCoordOffset = (const GLvoid*) (2 * sizeof(vec3));
const Drawable& drawable = m_drawables[visualIndex];
glBindBuffer(GL_ARRAY_BUFFER, drawable.VertexBuffer);
glVertexPointer(3, GL_FLOAT, stride, 0);
const GLvoid* normalOffset = (const GLvoid*) sizeof(vec3);
glNormalPointer(GL_FLOAT, stride, normalOffset);
glTexCoordPointer(2, GL_FLOAT, stride, texCoordOffset);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, drawable.IndexBuffer);
glDrawElements(GL_TRIANGLES, drawable.IndexCount, GL_UNSIGNED_SHORT, 0);
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_DEPTH_TEST);
glDisable(GL_TEXTURE_2D);
}
The relevant buffers have been set-up elsewhere, and as mentioned, the second code all works fine.
Basically, I am getting an EXC_BAD_ACCESS on the drawArrays code in the top code snippet. Anyone have any ideas why?
Thanks
My guess is the GL state has an array still bound that shouldn't be.
If it works on its own, then that method might be fine. But a previous method may not have returned the state to what it should be or something.