@@ -103,9 +103,6 @@ class OpenGLView: UIView {
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if ( self . setupDisplayLink ( ) != 0 ) {
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NSLog ( " OpenGLView init(): setupDisplayLink() failed " )
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}
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- // if (self.setupTexture() != 0) {
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- // NSLog("OpenGLView init(): setupTexture() failed")
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- // }
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}
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required init ? ( coder aDecoder: NSCoder ) {
@@ -304,59 +301,6 @@ class OpenGLView: UIView {
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return 0
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}
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- // func setupTexture() -> Int {
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- // let width: Int = spriteImage.width
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- // let height: Int = spriteImage.height
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- // let spriteData = UnsafeMutablePointer<Void>(calloc(Int(UInt(CGFloat(width) * CGFloat(height) * 4)), sizeof(GLubyte.self)))
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- //
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- // let bitmapInfo = CGBitmapInfo(rawValue: CGImageAlphaInfo.premultipliedLast.rawValue)
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- // let spriteContext: CGContext = CGContext(data: spriteData, width: width, height: height, bitsPerComponent: 8, bytesPerRow: width*4, space: spriteImage.colorSpace!, bitmapInfo: bitmapInfo.rawValue)!
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- //
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- // spriteContext.draw(in: CGRect(x: 0, y: 0, width: CGFloat(width) , height: CGFloat(height)), image: spriteImage)
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- //// CGContextRelease(spriteContext)
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- //
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- // var texName: GLuint = GLuint()
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- // glGenTextures(1, &texName)
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- // glBindTexture(GLenum(GL_TEXTURE_2D), texName)
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- //
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- // glTexParameteri(GLenum(GL_TEXTURE_2D), GLenum(GL_TEXTURE_MIN_FILTER), GL_NEAREST)
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- // glTexImage2D(GLenum(GL_TEXTURE_2D), 0, GL_RGBA, GLsizei(width), GLsizei(height), 0, GLenum(GL_RGBA), UInt32(GL_UNSIGNED_BYTE), spriteData)
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- //
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- // free(spriteData)
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- // _textureID = texName
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- // _textureID = getTextureFromImageWithName(fileName: "mountain.jpg")
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- // return 0
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- // }
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-
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- // func getTextureFromImageWithName(fileName: String) -> GLuint {
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- //
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- // let spriteImage: CGImage? = UIImage(named: fileName)!.cgImage
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- //
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- // if (spriteImage == nil) {
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- // print("Failed to load image!")
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- // exit(1)
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- // }
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- //
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- // let width: Int = spriteImage!.width
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- // let height: Int = spriteImage!.height
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- // let spriteData = UnsafeMutablePointer<GLubyte>(calloc(Int(UInt(CGFloat(width) * CGFloat(height) * 4)), sizeof(GLubyte)))
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- //
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- // let bitmapInfo = CGBitmapInfo(rawValue: CGImageAlphaInfo.premultipliedLast.rawValue)
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- // let spriteContext: CGContext = CGContext(data: spriteData, width: width, height: height, bitsPerComponent: 8, bytesPerRow: width*4, space: spriteImage!.colorSpace!, bitmapInfo: bitmapInfo.rawValue)!
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- //
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- // spriteContext.draw(in: CGRect(x: 0, y: 0, width: CGFloat(width) , height: CGFloat(height)), image: spriteImage!)
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- //// CGContextRelease(spriteContext)
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- //
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- // var texName: GLuint = GLuint()
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- // glGenTextures(1, &texName)
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- // glBindTexture(GLenum(GL_TEXTURE_2D), texName)
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- //
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- // glTexParameteri(GLenum(GL_TEXTURE_2D), GLenum(GL_TEXTURE_MIN_FILTER), GL_NEAREST)
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- // glTexImage2D(GLenum(GL_TEXTURE_2D), 0, GL_RGBA, GLsizei(width), GLsizei(height), 0, GLenum(GL_RGBA), UInt32(GL_UNSIGNED_BYTE), spriteData)
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- //
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- // free(spriteData)
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- // return texName
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- // }
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func setupRenderBuffer( ) -> Int {
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glGenRenderbuffers ( 1 , & _colorRenderBuffer)
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