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We're committed to providing low prices every day, on everything. So if you find a current lower price from an online retailer on an identical, in-stock product, tell us and we'll match it. See more details at Online Price Match. Email address. Please enter a valid email address. The system sends OpenGL drawing to whichever rendering context is designated as the current one. It's possible for you to set up more than one rendering context, so you need to make sure that the one you want to draw to is the current one.
The specific functions or methods that you use to perform each of the steps are discussed in the sections that follow. There are two ways to draw OpenGL content to a Cocoa view. If your application is more complex and needs to support drawing to multiple rendering contexts, you may want to consider subclassing the NSView class. For example, if your application supports drawing to multiple views at the same time, you need to set up a custom NSView class.
It provides methods for accessing and managing the pixel format object and the rendering context, and handles notification of visible region changes.
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- OpenGL Programming Guide for Mac OS X: Introduction to OpenGL Programming Guide for Mac OS X.
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You can, however, divide the view into multiple rendering areas using the OpenGL function glViewport. This section provides step-by-step instructions for creating a simple Cocoa application that draws OpenGL content to a view. The tutorial assumes that you know how to use Xcode and Interface Builder.
If you have never created an application using the Xcode development environment, see Getting Started with Tools. Add a new file to your project using the Objective-C class template. Implement the drawRect: method as shown in Listing , adding the code after the implementation statement.
The method sets the clear color to black and clears the color buffer in preparation for drawing. The OpenGL command glFlush draws the content provided by your routine to the view.
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Add the code to perform your drawing. In your own application, you'd perform whatever drawing is appropriate. But for the purpose of learning how to draw OpenGL content to a view, add the code shown in Listing This code draws a 2D, gold-colored triangle, whose dimensions are not quite the dimensions of a true golden triangle, but good enough to show how to perform OpenGL drawing. Resize the view to fit the window. Open the Attributes pane of the inspector for the view, and take a look at the renderer and buffer attributes that are available to set.
These settings save you from setting attributes programmatically.
Introduction to OpenGL Programming Guide for Mac OS X
Only those attributes listed in the Interface Builder inspector are set when the view is instantiated. If you need additional attributes, you need to set them programmatically. Build and run your application. You should see content similar to the triangle shown in Figure Replace the immediate-mode drawing commands with commands that persist your vertex data inside OpenGL.
OpenGL Programming Guide for Mac - TechyLib
In the interface for the view, declare a variable that indicates whether the view is ready to accept drawing. A view is ready for drawing only if it is bound to a rendering context and that context is set to be the current one. Cocoa does not call initialization routines for objects created in Interface Builder. If you need to perform any initialization tasks, do so in the awakeFromNib method for the view. Note that because you set attributes in the inspector, there is no need to set them up programmatically unless you need additional ones.
There is also no need to create a pixel format object programmatically; it is created and loaded when Cocoa loads the nib file. Your drawRect: method should test whether the view is ready to draw into. You need to provide code that handles the case when the view is not ready to draw into. OpenGL is at its best when doing real-time and interactive graphics.