I am using this source code as my base and trying to change the code as per my requirements. I have included the following code to create a mesh on image.
-(void)populateMesh{
verticalDivisions = kVerticalDivisions; horizontalDivisions = kHorisontalDivisions; unsigned int verticesArrsize = (kVerticalDivisions * ((2 + kHorisontalDivisions * 2) * 3)); unsigned int textureCoordsArraySize = kVerticalDivisions * ((2 + kHorisontalDivisions * 2) * 2); verticesArr = (GLfloat *)malloc(verticesArrsize * sizeof(GLfloat)); textureCoordsArr = (GLfloat*)malloc(textureCoordsArraySize * sizeof(GLfloat)); if (verticesArr == NULL) { NSLog(@"verticesArr = NULL!"); } float height = kWindowHeight/verticalDivisions; float width = kWindowWidth/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; verticesArr[count+1] = currY + height; verticesArr[count+2] = 0.0f; verticesArr[count+3] = currX; verticesArr[count+4] = currY; verticesArr[count+5] = 0.0f; } } float xIncrease = 1.0f/horizontalDivisions; float yIncrease = 1.0f/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 = x *xIncrease; float currY = y * yIncrease; textureCoordsArr[count] = (float)currX; textureCoordsArr[count+1] = (float)currY + yIncrease; textureCoordsArr[count+2] = (float)currX; textureCoordsArr[count+3] = (float)currY; } } // int cnt; // int cnt = 0; NSLog(@"expected %i vertices, and %i vertices were done",(verticalDivisions * ((2 + horizontalDivisions*2 ) * 2) ) , count ); }
Following is the drawView code.
- (void)drawView:(GLView*)view;
{
static GLfloat rot = 0.0;
glBindTexture(GL_TEXTURE_2D, texture[0]);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glEnableClientState(GL_VERTEX_ARRAY);
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, textureCoordsArr);
glVertexPointer(3, GL_FLOAT, 0, verticesArr);
glPushMatrix();{
int i;
for (i=0; i<verticalDivisions; i++) {
glDrawArrays(GL_TRIANGLE_STRIP, i*(horizontalDivisions*2+2), horizontalDivisions*2+2);
}
}glPopMatrix();
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D);
}
In the setup view I have called [self populateMesh]; at the end of the function.
My problem is after changing the code, a blank rather say black view is appeared on the screen. Can anyone figure out where I am doing some mistake. I am newbie for openGL and trying to manipulate images through mesh. Please help asap. Thanks in advance.
Following is the setup view code.
-(void)setupView:(GLView*)view {
const GLfloat zNear = 0.01, zFar = 1000.0, fieldOfView = 45.0;
GLfloat size;
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0);
CGRect rect = view.bounds;
glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar);
glViewport(0, 0, rect.size.width, rect.size.height);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_SRC_COLOR);
glGenTextures(1, &texture[0]);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
NSString *path = [[NSBundle mainBundle] pathForResource:@"texture" ofType:@"png"];
NSData *texData = [[NSData alloc] initWithContentsOfFile:path];
UIImage *image = [[UIImage alloc] initWithData:texData];
if (image == nil)
NSLog(@"Do real error checking here");
GLuint width = CGImageGetWidth(image.CGImage);
GLuint height = CGImageGetHeight(image.CGImage);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
void *imageData = malloc( height * width * 4 );
CGContextRef context = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big );
CGContextTranslateCTM (context, 0, height);
CGContextScaleCTM (context, 1.0, -1.0);
CGColorSpaceRelease( colorSpace );
CGContextClearRect( context, CGRectMake( 0, 0, width, height ) );
CGContextDrawImage( context, CGRectMake( 0, 0, width, height ),image.CGImage );
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);
CGContextRelease(context);
free(imageData);
[image release];
[texData release];
[self populateMesh];
}
EDIT This is what I am getting as an out put. While expected is regular grid…

The grid is not regular because of the way how vertices are ordered. Also are you sure that GL_TRIANGLE_STRIP is desired option. Maybe, GL_TRIANGLES is that what you need.
I propose simpler solution with using indices array. For example in initialization code make vertices and texture array for your grid in normal order as:
Update:
Practically this indices order means that tringles are rendered as following:
In render method use the following lines:
Hope that will help.