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	<title>Comments on: Using Multiple OpenGL Views And UIKit</title>
	<atom:link href="http://gamesfromwithin.com/using-multiple-opengl-views-and-uikit/feed" rel="self" type="application/rss+xml" />
	<link>http://gamesfromwithin.com/using-multiple-opengl-views-and-uikit</link>
	<description>Living the indie life</description>
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	<item>
		<title>By: O.M. Hagensen</title>
		<link>http://gamesfromwithin.com/using-multiple-opengl-views-and-uikit/comment-page-1#comment-4147</link>
		<dc:creator>O.M. Hagensen</dc:creator>
		<pubDate>Tue, 17 Nov 2009 08:15:22 +0000</pubDate>
		<guid isPermaLink="false">http://gamesfromwithin.com/?p=318#comment-4147</guid>
		<description>To answer my own question about combining OpenGL ES template and a Utility app template.

I got the solution in another forum:
http://iphonedevbook.com/forum/viewtopic.php?f=25&amp;t=3192&amp;sid=9cf79468b81a8fd6c9d9020958d33388

Basically, just add the glView outlet to the MainViewController instead of the AppDelegate.</description>
		<content:encoded><![CDATA[<p>To answer my own question about combining OpenGL ES template and a Utility app template.</p>
<p>I got the solution in another forum:<br />
<a href="http://iphonedevbook.com/forum/viewtopic.php?f=25&#038;t=3192&#038;sid=9cf79468b81a8fd6c9d9020958d33388" rel="nofollow">http://iphonedevbook.com/forum/viewtopic.php?f=25&#038;t=3192&#038;sid=9cf79468b81a8fd6c9d9020958d33388</a></p>
<p>Basically, just add the glView outlet to the MainViewController instead of the AppDelegate.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: O.M. Hagensen</title>
		<link>http://gamesfromwithin.com/using-multiple-opengl-views-and-uikit/comment-page-1#comment-4026</link>
		<dc:creator>O.M. Hagensen</dc:creator>
		<pubDate>Sun, 08 Nov 2009 10:48:29 +0000</pubDate>
		<guid isPermaLink="false">http://gamesfromwithin.com/?p=318#comment-4026</guid>
		<description>Can anyone tell how to combine an OpenGL ES template and a Utility app template?

What I do: I create an OpenGL ES application template and a Utility Application template. I copy the files EAGLView.m and h, and the five ES*renderer.* files from the Opengl project to the utility project.

I copy these lines from the OpenGl project to the Utility project: (in utilityAppDelegate.m)

- (void)applicationDidFinishLaunching:(UIApplication *)application {
...
[glView startAnimation];
}

- (void) applicationWillResignActive:(UIApplication *)application
{
[glView stopAnimation];
}

- (void) applicationDidBecomeActive:(UIApplication *)application
{
[glView startAnimation];
}

- (void)applicationWillTerminate:(UIApplication *)application
{
[glView stopAnimation];
}

- (void)dealloc {
...
 [glView release];
...
}
And in the utilityAppDelegate.h I add:

@class EAGLView;
EAGLView *glView;
@property (nonatomic, retain) IBOutlet EAGLView *glView;
I go to the view&#039;s identity inspector, and change the class identity to EAGLview.

I open the mainview.xib and mainwindow.xib and drag the app_delegate from the mainwindow.xib, to be able to connect the glView outlet to the view. (Don&#039;t know if this is the way to do it, but that&#039;s the only way I could connect the glView variable to the view)

When I build and run, the multi colored square show up on the screen, but it does not animate!

When I debug, the glView variable is 0 in applicationDidFinishLaunching, and the startAnimation is not called. I suspect this has something to to with the way the outlet is connected to the view? Probably not connected. :-)

What is missing? What have I done wrong?

Thank you!</description>
		<content:encoded><![CDATA[<p>Can anyone tell how to combine an OpenGL ES template and a Utility app template?</p>
<p>What I do: I create an OpenGL ES application template and a Utility Application template. I copy the files EAGLView.m and h, and the five ES*renderer.* files from the Opengl project to the utility project.</p>
<p>I copy these lines from the OpenGl project to the Utility project: (in utilityAppDelegate.m)</p>
<p>- (void)applicationDidFinishLaunching:(UIApplication *)application {<br />
&#8230;<br />
[glView startAnimation];<br />
}</p>
<p>- (void) applicationWillResignActive:(UIApplication *)application<br />
{<br />
[glView stopAnimation];<br />
}</p>
<p>- (void) applicationDidBecomeActive:(UIApplication *)application<br />
{<br />
[glView startAnimation];<br />
}</p>
<p>- (void)applicationWillTerminate:(UIApplication *)application<br />
{<br />
[glView stopAnimation];<br />
}</p>
<p>- (void)dealloc {<br />
&#8230;<br />
 [glView release];<br />
&#8230;<br />
}<br />
And in the utilityAppDelegate.h I add:</p>
<p>@class EAGLView;<br />
EAGLView *glView;<br />
@property (nonatomic, retain) IBOutlet EAGLView *glView;<br />
I go to the view&#8217;s identity inspector, and change the class identity to EAGLview.</p>
<p>I open the mainview.xib and mainwindow.xib and drag the app_delegate from the mainwindow.xib, to be able to connect the glView outlet to the view. (Don&#8217;t know if this is the way to do it, but that&#8217;s the only way I could connect the glView variable to the view)</p>
<p>When I build and run, the multi colored square show up on the screen, but it does not animate!</p>
<p>When I debug, the glView variable is 0 in applicationDidFinishLaunching, and the startAnimation is not called. I suspect this has something to to with the way the outlet is connected to the view? Probably not connected. <img src='http://gamesfromwithin.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>What is missing? What have I done wrong?</p>
<p>Thank you!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Noel</title>
		<link>http://gamesfromwithin.com/using-multiple-opengl-views-and-uikit/comment-page-1#comment-3887</link>
		<dc:creator>Noel</dc:creator>
		<pubDate>Thu, 29 Oct 2009 18:45:21 +0000</pubDate>
		<guid isPermaLink="false">http://gamesfromwithin.com/?p=318#comment-3887</guid>
		<description>Stuart,

The view needs the handles for the color and depth buffers. The FrameBuffer structure is just a convenient way of packing those two handles. So yes, you have the right idea and they&#039;re all contained in the view, so they&#039;re not passed around anywhere.</description>
		<content:encoded><![CDATA[<p>Stuart,</p>
<p>The view needs the handles for the color and depth buffers. The FrameBuffer structure is just a convenient way of packing those two handles. So yes, you have the right idea and they&#8217;re all contained in the view, so they&#8217;re not passed around anywhere.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Stuart Rubin</title>
		<link>http://gamesfromwithin.com/using-multiple-opengl-views-and-uikit/comment-page-1#comment-3852</link>
		<dc:creator>Stuart Rubin</dc:creator>
		<pubDate>Wed, 28 Oct 2009 03:28:58 +0000</pubDate>
		<guid isPermaLink="false">http://gamesfromwithin.com/?p=318#comment-3852</guid>
		<description>Regarding the multiple GL views problem, I have a few questions.
Who actually does the generation of the singular context?  I assume Not the individual controllers which own the views, since you need only one context.  The application delegate?
Then, how do you pass the context down the line?  Is the context a global property?

Why have a returned index for the respective frame buffers.  Aren&#039;t the frame buffers just properties of the view object?  That way, each view should &quot;know&quot; it&#039;s own frame buffer.  Why pass it up and down the hierarchy?

Thanks a lot Noel!

Stuart</description>
		<content:encoded><![CDATA[<p>Regarding the multiple GL views problem, I have a few questions.<br />
Who actually does the generation of the singular context?  I assume Not the individual controllers which own the views, since you need only one context.  The application delegate?<br />
Then, how do you pass the context down the line?  Is the context a global property?</p>
<p>Why have a returned index for the respective frame buffers.  Aren&#8217;t the frame buffers just properties of the view object?  That way, each view should &#8220;know&#8221; it&#8217;s own frame buffer.  Why pass it up and down the hierarchy?</p>
<p>Thanks a lot Noel!</p>
<p>Stuart</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Stuart Rubin</title>
		<link>http://gamesfromwithin.com/using-multiple-opengl-views-and-uikit/comment-page-1#comment-3183</link>
		<dc:creator>Stuart Rubin</dc:creator>
		<pubDate>Fri, 18 Sep 2009 19:54:14 +0000</pubDate>
		<guid isPermaLink="false">http://gamesfromwithin.com/?p=318#comment-3183</guid>
		<description>Noel, I wanted to let you and your followers that my app was completed and approved for sale on the App Store.  The mix of an OpenGLES and normal UIKit didn&#039;t seem to have any performance impact, but then again, my app is pretty low conservative with processing needs.

If anyone is interested, the app is &quot;Lulav Wizard&quot;, a simulator and educational tool for &quot;shaking the lulav&quot; for the Jewish holiday of Sukkot.

itms://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=331224871&amp;mt=8&amp;s=143441

Noel, if you&#039;re interested, I can probably get you a &quot;free&quot; code.</description>
		<content:encoded><![CDATA[<p>Noel, I wanted to let you and your followers that my app was completed and approved for sale on the App Store.  The mix of an OpenGLES and normal UIKit didn&#8217;t seem to have any performance impact, but then again, my app is pretty low conservative with processing needs.</p>
<p>If anyone is interested, the app is &#8220;Lulav Wizard&#8221;, a simulator and educational tool for &#8220;shaking the lulav&#8221; for the Jewish holiday of Sukkot.</p>
<p>itms://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=331224871&amp;mt=8&amp;s=143441</p>
<p>Noel, if you&#8217;re interested, I can probably get you a &#8220;free&#8221; code.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Multiple OpenGL UIViews at Under The Bridge</title>
		<link>http://gamesfromwithin.com/using-multiple-opengl-views-and-uikit/comment-page-1#comment-3005</link>
		<dc:creator>Multiple OpenGL UIViews at Under The Bridge</dc:creator>
		<pubDate>Tue, 08 Sep 2009 06:01:04 +0000</pubDate>
		<guid isPermaLink="false">http://gamesfromwithin.com/?p=318#comment-3005</guid>
		<description>[...] a tip you definitely need to give a read if you&#8217;re of the common opinion that OpenGL is only appropriate for fullscreen applications [...]</description>
		<content:encoded><![CDATA[<p>[...] a tip you definitely need to give a read if you&#8217;re of the common opinion that OpenGL is only appropriate for fullscreen applications [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Simon</title>
		<link>http://gamesfromwithin.com/using-multiple-opengl-views-and-uikit/comment-page-1#comment-2974</link>
		<dc:creator>Simon</dc:creator>
		<pubDate>Fri, 04 Sep 2009 22:06:10 +0000</pubDate>
		<guid isPermaLink="false">http://gamesfromwithin.com/?p=318#comment-2974</guid>
		<description>A very interesting article indeed.  Any chance you could demo a small example of switching between OpenGL views?  I just started writing apps for the iPhone, having never done C, Obj-C or OpenGL and visual reference is incredibly handy for me to learn.

Thanks for posting anyway.</description>
		<content:encoded><![CDATA[<p>A very interesting article indeed.  Any chance you could demo a small example of switching between OpenGL views?  I just started writing apps for the iPhone, having never done C, Obj-C or OpenGL and visual reference is incredibly handy for me to learn.</p>
<p>Thanks for posting anyway.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Dorald</title>
		<link>http://gamesfromwithin.com/using-multiple-opengl-views-and-uikit/comment-page-1#comment-2843</link>
		<dc:creator>Dorald</dc:creator>
		<pubDate>Wed, 26 Aug 2009 20:37:05 +0000</pubDate>
		<guid isPermaLink="false">http://gamesfromwithin.com/?p=318#comment-2843</guid>
		<description>Hi Noel .

You can post example source plzz ??

Thnx.</description>
		<content:encoded><![CDATA[<p>Hi Noel .</p>
<p>You can post example source plzz ??</p>
<p>Thnx.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Noel</title>
		<link>http://gamesfromwithin.com/using-multiple-opengl-views-and-uikit/comment-page-1#comment-2828</link>
		<dc:creator>Noel</dc:creator>
		<pubDate>Tue, 25 Aug 2009 15:00:57 +0000</pubDate>
		<guid isPermaLink="false">http://gamesfromwithin.com/?p=318#comment-2828</guid>
		<description>Stuart, An app will definitely *not* be rejected because of mixing OpenGL and UIKit. Many games do it to greater or lesser extent, and Flower Garden is about half and half. 

That&#039;s just a performance recommendation or best practice from Apple, not a violation of the expected user interface for example. So go for it!</description>
		<content:encoded><![CDATA[<p>Stuart, An app will definitely *not* be rejected because of mixing OpenGL and UIKit. Many games do it to greater or lesser extent, and Flower Garden is about half and half. </p>
<p>That&#8217;s just a performance recommendation or best practice from Apple, not a violation of the expected user interface for example. So go for it!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Stuart Rubin</title>
		<link>http://gamesfromwithin.com/using-multiple-opengl-views-and-uikit/comment-page-1#comment-2826</link>
		<dc:creator>Stuart Rubin</dc:creator>
		<pubDate>Tue, 25 Aug 2009 13:14:35 +0000</pubDate>
		<guid isPermaLink="false">http://gamesfromwithin.com/?p=318#comment-2826</guid>
		<description>I was able to adapt Apple&#039;s &quot;Utility Application&quot; template to use OpenGLES on the main view without too much effort.  (That is, not too much effort after trying 100 other ways...)  So far, I am able to liberally apply UIKit items (toolbar with a few buttons, dynamic labels) over the GL graphics and the performance seems to be fine.

Since this violates Apple&#039;s published &quot;best practices&quot; (mixing OpenGLES and UIKit), do you think it may get rejected from the Application Store?</description>
		<content:encoded><![CDATA[<p>I was able to adapt Apple&#8217;s &#8220;Utility Application&#8221; template to use OpenGLES on the main view without too much effort.  (That is, not too much effort after trying 100 other ways&#8230;)  So far, I am able to liberally apply UIKit items (toolbar with a few buttons, dynamic labels) over the GL graphics and the performance seems to be fine.</p>
<p>Since this violates Apple&#8217;s published &#8220;best practices&#8221; (mixing OpenGLES and UIKit), do you think it may get rejected from the Application Store?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Stuart Rubin</title>
		<link>http://gamesfromwithin.com/using-multiple-opengl-views-and-uikit/comment-page-1#comment-2782</link>
		<dc:creator>Stuart Rubin</dc:creator>
		<pubDate>Thu, 20 Aug 2009 03:18:10 +0000</pubDate>
		<guid isPermaLink="false">http://gamesfromwithin.com/?p=318#comment-2782</guid>
		<description>Looking forward to seeing your demo.  I&#039;ve been banging my head against the wall for a few nights now!  For some reason, this is really giving me a hard time!</description>
		<content:encoded><![CDATA[<p>Looking forward to seeing your demo.  I&#8217;ve been banging my head against the wall for a few nights now!  For some reason, this is really giving me a hard time!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Noel</title>
		<link>http://gamesfromwithin.com/using-multiple-opengl-views-and-uikit/comment-page-1#comment-2761</link>
		<dc:creator>Noel</dc:creator>
		<pubDate>Tue, 18 Aug 2009 13:26:24 +0000</pubDate>
		<guid isPermaLink="false">http://gamesfromwithin.com/?p=318#comment-2761</guid>
		<description>Nicolas and Stuart, Sounds good. I&#039;ll put together a really simple demo in the next post. I&#039;ll try to do that in the next couple of days.</description>
		<content:encoded><![CDATA[<p>Nicolas and Stuart, Sounds good. I&#8217;ll put together a really simple demo in the next post. I&#8217;ll try to do that in the next couple of days.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Stuart Rubin</title>
		<link>http://gamesfromwithin.com/using-multiple-opengl-views-and-uikit/comment-page-1#comment-2756</link>
		<dc:creator>Stuart Rubin</dc:creator>
		<pubDate>Tue, 18 Aug 2009 03:44:41 +0000</pubDate>
		<guid isPermaLink="false">http://gamesfromwithin.com/?p=318#comment-2756</guid>
		<description>Noel, thanks for the great post.  I&#039;m struggling to get an OpenGLES view to coexist with a &quot;utility application&quot; (as Apple calls it).  I want to have a main screen for OpenGLES, click a button and have it flip to &quot;conventional&quot; screen.  I think it&#039;s quite similar to what you described.

Anyway you can post a template or example?

Thanks again!</description>
		<content:encoded><![CDATA[<p>Noel, thanks for the great post.  I&#8217;m struggling to get an OpenGLES view to coexist with a &#8220;utility application&#8221; (as Apple calls it).  I want to have a main screen for OpenGLES, click a button and have it flip to &#8220;conventional&#8221; screen.  I think it&#8217;s quite similar to what you described.</p>
<p>Anyway you can post a template or example?</p>
<p>Thanks again!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Nicolas Goles</title>
		<link>http://gamesfromwithin.com/using-multiple-opengl-views-and-uikit/comment-page-1#comment-2428</link>
		<dc:creator>Nicolas Goles</dc:creator>
		<pubDate>Fri, 24 Jul 2009 05:56:37 +0000</pubDate>
		<guid isPermaLink="false">http://gamesfromwithin.com/?p=318#comment-2428</guid>
		<description>Hi there! , thanks for this great post!! 

I would love if you could put up a very basic demo project :) , I think it would be awesome for me, since I do learn better with examples.

Again, thank you very much!

_NG</description>
		<content:encoded><![CDATA[<p>Hi there! , thanks for this great post!! </p>
<p>I would love if you could put up a very basic demo project <img src='http://gamesfromwithin.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  , I think it would be awesome for me, since I do learn better with examples.</p>
<p>Again, thank you very much!</p>
<p>_NG</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Bob</title>
		<link>http://gamesfromwithin.com/using-multiple-opengl-views-and-uikit/comment-page-1#comment-2151</link>
		<dc:creator>Bob</dc:creator>
		<pubDate>Sat, 11 Jul 2009 21:05:23 +0000</pubDate>
		<guid isPermaLink="false">http://gamesfromwithin.com/?p=318#comment-2151</guid>
		<description>The black flash created by admob went away when I upgraded my phone from 2.2 to 3.0</description>
		<content:encoded><![CDATA[<p>The black flash created by admob went away when I upgraded my phone from 2.2 to 3.0</p>
]]></content:encoded>
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