Sorry about this long block of code, but I think it makes sense to include all of it. No matter what I play with, I cannot get my mesh to render fullscreen. The viewport is fullscreen, as is the GL view. Here's what happens:
http://img191.imageshack.us/img191/247/screenshot2010082000163.png
This is the code that runs in my drawing loop:
int verticalDivisions = 16;
int horizontalDivisions = 16;
GLfloat *verticesArr;
GLfloat *textureCoordsArr;
GLuint textureID = texture[0];
unsigned int verticesArrsize = (verticalDivisions * ((2 + horizontalDivisions * 2) * 3));
unsigned int textureCoordsArraySize = verticalDivisions * ((2 + horizontalDivisions * 2) * 2);
verticesArr = (GLfloat *)malloc(verticesArrsize * sizeof(GLfloat));
textureCoordsArr = (GLfloat*)malloc(textureCoordsArraySize * sizeof(GLfloat));
float height = 1.0f/verticalDivisions;
float width = 1.0f/horizontalDivisions;
int i,j, count;
count = 0;
for (j=0; j<verticalDivisions; j++) {
for (i=0; i<=horizontalDivisions; i++, count+=6) { //2 vertices each time...
float currX = i * width;
float currY = j * height;
verticesArr[count] = currX;///backingWidth;
verticesArr[count+1] = (currY + height);///backingHeight;
verticesArr[count+2] = 0.0f;
verticesArr[count+3] = currX;///backingWidth;
verticesArr[count+4] = currY;///backingHeight;
verticesArr[count+5] = 0.0f;
//NSLog(@"v1: (%f,%f) v2:(%f,%f)",currX,currY+height,currX,currY);
}
}
count = 0;
float xIncrease = 0.625f/(float)horizontalDivisions;
float yIncrease = 0.898f/(float)verticalDivisions;
int x,y;
//int elements;
count = 0;
for (y=0; y<verticalDivisions; y++) {
for (x=0; x<horizontalDivisions+1; x++, count+=4) {
float currX = (float)x * xIncrease;
float currY = (float)y * yIncrease;
textureCoordsArr[count] = (float)currX;
textureCoordsArr[count+1] = (float)currY + yIncrease;
textureCoordsArr[count+2] = (float)currX;
textureCoordsArr[count+3] = (float)currY;
//NSLog(@"v1: (%f,%f) v2:(%f,%f)",currX,currY+yIncrease,currX,currY);
}
}
NSLog(@"expected %i vertices, and %i vertices were done",(verticalDivisions * ((2 + horizontalDivisions*2 ) * 2) ) , count );
glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer);
glLoadIdentity();
glColor4f(255.0, 255.0, 255.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexCoordPointer(2, GL_FLOAT, 0, textureCoordsArr);
glVertexPointer(3, GL_FLOAT, 0, verticesArr);
glPushMatrix();{
int i;
for (i=0; i<verticalDivisions; i++) {
//glDrawArrays(GL_LINE_STRIP, i*(horizontalDivisions*2+2), horizontalDivisions*2+2);
glDrawArrays(GL_TRIANGLE_STRIP, i*(horizontalDivisions*2+2), (horizontalDivisions*2+2));
}
}glPopMatrix();
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
Thank you!