@kemal wrote:
I’m trying to apply a jpg texture to a rectangle.
This is my main code:ofiOSWindowSettings settings; settings.enableRetina = true; // enables retina resolution if the device supports it. settings.enableDepth = true; // enables depth buffer for 3d drawing. settings.enableAntiAliasing = true; // enables anti-aliasing which smooths out graphics on the screen. settings.numOfAntiAliasingSamples = 2; // number of samples used for anti-aliasing. settings.enableHardwareOrientation = false; // enables native view orientation. settings.enableHardwareOrientationAnimation = false; // enables native orientation changes to be animated. settings.glesVersion = OFXIOS_RENDERER_ES2; // type of renderer to use, ES1, ES2, ES3 settings.windowControllerType = ofxiOSWindowControllerType::GL_KIT; // Window Controller Type settings.colorType = ofxiOSRendererColorFormat::RGBA8888; // color format used default RGBA8888 settings.depthType = ofxiOSRendererDepthFormat::DEPTH_24; // depth format (16/24) if depth enabled settings.stencilType = ofxiOSRendererStencilFormat::STENCIL_NONE; // stencil mode settings.windowMode = OF_FULLSCREEN; settings.setupOrientation = OF_ORIENTATION_90_RIGHT; settings.enableMultiTouch = true; // enables multitouch support and updates touch.id etc. ofCreateWindow(settings);
This is how my setup code looks:
ofSetOrientation(OF_ORIENTATION_90_RIGHT); ofSetFrameRate(60); ofDisableArbTex(); backgroundTexture.enableMipmap(); ofLoadImage(backgroundTexture, "earth.jpg"); backgroundTexture.generateMipmap();
This is my draw code:
ofPushMatrix(); backgroundTexture.bind(); ofSetColor(0, 0, 0); ofDrawRectangle(10, 10, 700, 700); backgroundTexture.unbind(); ofPopMatrix();
The only thing I can see drawn is a black rectangle and I’m not sure why.
Thanks for any pointers!
Posts: 3
Participants: 2