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Various scripts, utils, and code examples for OpenGL ES programming for iOS
This project contains utilities, scripts, and snippets that iOS programmers working with OpenGL ES might find helpful. If a given file contains a license or attribution, then those terms should be respected. Otherwise it is released under the MIT license as if the following text appeared at the top of the file: Copyright (c) 2010 ['Jeff LaMarche' or original author if attributed without license] Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
I couldn't get it to work. Can you fix this to to not required Linker error with example project Simple OpenGL ES 2.0 Example: Icosahedron.xcodeproj
error: unknown argument: '-fobjc-nonfragile-abi2'
Command /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang failed with exit code 1
It should be placed in Classes folder.
I can't make the obj and mil loader work with the OpenGL ES 2.0/3.0 pipeline. Do you think its possible? Thanks!
Hey,
Thanks for all the helpful info. I was able to successfully export a blender scene to a .h file. I was just wondering if there were any example projects that show an example of how to drop in a generated .h file to an iOS project and get it drawing?
Your original blog post from 2009 mentions one, but it sure has been a while, and download links are broken.
Thanks!
Hi, i would like to ask you to improve your blender importing script to save models to binary format. Something like Simon Maurice created in his tutorials here http://web.me.com/smaurice/iPhone_OpenGL_ES_Blog/iPhone_OpenGL/Entries/2009/6/18_OpenGL_ES_15_-_Getting_Access_to_Blender_Models__Part_2.html
I think this approach is far more flexible than importing headers here and there:)
Hello !
I work with an iMac running on MAC OS 10.6.8 and the version 2.57 of Blender.
I perfectly installed the script but I can't enable it...
On the console window, I have the following message :
Traceback (most recent call last):
File "/Applications/Blender/blender.app/Contents/MacOS/2.57/scripts/modules/addon_utils.py", line 207, in enable
mod = import(module_name)
File "/Applications/Blender/blender.app/Contents/MacOS/2.57/scripts/addons/io_export_objective_c_header.py", line 26, in
import bpy_extras
ImportError: No module named bpy_extras
Thank you very much
Frenchy Calcimicium
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