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38

answers:

2

I'm developing an OpenGL-ES game of life program for the iPhone and I have an array that contains the boolean values of the entire grid, what I did for the array of the grid was:

grid = (BOOL *)malloc(2*XSize*YSize*sizeof(BOOL));

and I want to know what would be a good way of plotting this linear array to the screen.

I've tried to create the Vertices array and then plot via glDrawArray but I can't seem to get it right so I was wondering if anyone else could help me. This is the method I'm trying right now that when rendered creates artifacts for some reason:

- (void)GridToVertices {
    int current = 0;

    for(int y=-backingHeight/2;y<backingHeight/2;y++) {
        for(int x=-backingWidth/2;x<backingWidth/2;x++) {
            Vertices[current] = x;
            Vertices[current+1] = y;
            current+=2;
        }
    }
}

And then rendering it like so:

- (void)render {
    [self GridToVertices];
    [self GridToColors];

    [EAGLContext setCurrentContext:context];

    glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer);
    glViewport(0, 0, backingWidth, backingHeight);

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    float Left = -backingWidth/2;
    float Right = backingWidth/2;
    float Up = -backingHeight/2;
    float Down = backingHeight/2;
    glOrthof(Left, Right, Up, Down, -1.0f, 1.0f);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT);

    glVertexPointer(2, GL_FLOAT, 0, Vertices);
    glEnableClientState(GL_VERTEX_ARRAY);
    glColorPointer(4, GL_UNSIGNED_BYTE, 0, Colors);
    glEnableClientState(GL_COLOR_ARRAY);

    glDrawArrays(GL_POINTS, 0, [grid resolution]);

    glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
    [context presentRenderbuffer:GL_RENDERBUFFER_OES];
}
A: 

I figured out what I did wrong...

glOrthof(Left, Right-1, Up, Down-1, -1.0f, 1.0f);

Parad0x13
A: 

Actually, the correct fix in your case is either to change your call to glOrthof to:

glOrthof(Left-0.5f, Right-0.5f, Up-0.5f, Down-0.5f, -1.0f, 1.0f);

or leave your call to glOrthof in its original form and add a translation when you’re setting up your modelview matrix:

glTranslatef(0.5f, 0.5f, 0.0f);

The reason for this comes from the OpenGL ES rules for point rasterization, as described in section 3.3.1 of the specification, which states:

In the default state, a point is rasterized by truncating its xw and yw coordinates (recall that the subscripts indicate that these are x and y window coordinates) to integers. This (x, y) address, along with data derived from the data associated with the vertex corresponding to the point, is sent as a single fragment to the per-fragment stage of the GL.

The important thing to note is that the window coordinate of a point is the result of applying the modelview and projection matrices to the point’s position, then scaling by your viewport. In your case, this winds up multiplying your points’ x and y coordinates by the reciprocal of backingWidth and backingHeight, then by backingWidth and backingHeight again, which isn’t guaranteed to leave them exactly integral, because of floating-point rounding at various stages in the calculations.

To minimize any occurrences of rounding/truncation putting your points where you don’t expect, you want your point’s final window coordinates to land right on the center of a pixel. Remember that the pixel (x, y) in the framebuffer actually corresponds to a rectangle spanning (x, y) to (x+1, y+1), so you want to shift them by 0.5 in both x and y. Both snippets I posted do that, but in different ways. (You need only do one of them.)

Pivot
I'm still going to review as to why this works exactly but it does work!
Parad0x13