UPDATE 20100102: As there seem to appear some unsatisfied fuckup-folks, read this first:
UPDATE 20090921: ZIP with sources is NOT corrupted. Please use 7-Zip archiver (ver >= 1.59)
Some time back, I was asked by Emi Abramzon and Gustavo Rubacha from http://www.ideasforiphone.com if I could do some freelancing for an effect of water waves for iPhone. Though I didn’t get into that project, I wanted to do some demo.
Spent one weekend on this. Not very astonishing, but still was an interesting task :). Algorithm is not mine. It is based on “DSAqua project”.
I just integrated everything into the iPhone OpenGL ES skeleton of the cube.
Also, previously provided the sources to Tony Konstant from mousehog.com (btw he has some nice ideas) - he was interested in this effect, but unfotunatelly couldn’t any application related to this on this site.
Download iPhone OpenGL Demo - Water Waves Effect Source
Enjoy!
UPDATE 20100102: As there seem to appear some unsatisfied fuckup-folks, read this first:
UPDATE 20090921: ZIP with sources is NOT corrupted. Please use 7-Zip archiver (ver >= 1.59)
UPDATE: Sources iPhone OpenGL ES Cube 3D with texture (Some reported archive corruption. Seems to work well with 7-Zip 4.5x, 4.6x for Windows)
This is a demo video showing my humble achievements in the direction of OpenGL ES 1.1 for iPhone, using some texture and light experiments. It is of course not intended as a working program, it’s rather a demo concept snippet of code.
The binary:
- source written in objective-c
- compiled as native application with iPhone toolchain under cygwin
- ran on iPhone 1.1.2 OOB
The acknowledgements go to:
- AJW - for great iPhone OpenGL startups
- ZeusCMD - for great OpenGL ES tutorials
- nullriver - for posts and links
Here is the binary available for download:
iPhone OpenGL ES Demo binary
Instructions:
- GLTextureCube to be put into /Applications and given proper permissions (755 to dirs and files will suffice)
- zveriu.raw to be put into /private/var and given at least read permission (444 will suffice)
- you can replace zveriu.raw with your own image data, given you follow the constraints:
– 128 by 128 pixel - sorry, had to hard-code to speed-up the working demo 
– raw data, i.e. no headers, compression, etc - ![]()
– 1 (one) byte per color, color scheme RGB
– basically it is a 24bit BMP, with no header, just raw data
_________
- to obtain such a raw file, you can:
– get a 128 by 128 24 bits BMP file with your texture
– open it with IrfanView
– make sure you have IrfanView plugin named Formats
– save as the BMP with RAW file type, instructing irfan view to make it 24 bits RGB (not BGR!) and interleaved, meaning bytes follow as RGBRGB…RGBRGB and not RRRRRR…GGGGGG…BBBBBB
_________
- basically, to check that zveriu.raw (case sensitive!) you have created is right, file size should be 128 (width) * 128 (height) * 3 (bytes for RGB ) = 49152 bytes exactly
Hope you enjoyed this post.
I have some more ideas to test on iPhone - hope to overcome all the limitations (including time-constraint
). And by the way - the USRP is solved, need to get GNUradio working on one of the boxes (cygwin refuses to get me wxPython right for GNUradio - will stick to Ubuntu for the moment!)
Tags: iPhone OpenGL OpenGL ES OpenGLES Demo Cube Cube3D Texture USRP GNUradio
A deep dive into brain's curiosities
| Sun | Mon | Tue | Wed | Thu | Fri | Sat |
|---|---|---|---|---|---|---|
| << < | Current | > >> | ||||
| 1 | 2 | 3 | 4 | 5 | ||
| 6 | 7 | 8 | 9 | 10 | 11 | 12 |
| 13 | 14 | 15 | 16 | 17 | 18 | 19 |
| 20 | 21 | 22 | 23 | 24 | 25 | 26 |
| 27 | 28 | 29 | 30 | |||