Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • Home
  • SEARCH
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 970055
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 16, 20262026-05-16T02:44:38+00:00 2026-05-16T02:44:38+00:00

I’m a newbie and trying to display a sprite on my iPhone screen using

  • 0

I’m a newbie and trying to display a sprite on my iPhone screen using OpenGL ES.
I know its far simpler and easier to do it with cocos2d but now I’m trying to code directly on OpenGL.
Is there any simple yet efficient way to load and display sprites in OpenGL ES. What I’ve found until now is much much complex. 🙁

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-16T02:44:38+00:00Added an answer on May 16, 2026 at 2:44 am

    Here is some code to load a png from bundle:

    UIImage* image = [UIImage imageNamed:@"PictureName.png"];
    GLubyte* imageData = malloc(image.size.width * image.size.height * 4);
    CGContextRef imageContext = CGBitmapContextCreate(imageData, image.size.width, image.size.height, 8, image.size.width * 4, CGColorSpaceCreateDeviceRGB(), kCGImageAlphaPremultipliedLast);
    CGContextDrawImage(imageContext, CGRectMake(0.0, 0.0, image.size.width, image.size.height), image.CGImage);
    CGContextRelease(imageContext); 
    

    Here is some code to create a texture with that image data.

    GLuint texture;
    glGenTextures(1, &texture);
    glBindTexture(GL_TEXTURE_2D, texture);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.size.width, image.size.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    

    And an example of how to render this:

    glBindTexture(GL_TEXTURE_2D, texture);
    glVertexPointer(2, GL_FLOAT, 0, vertices);
    glNormalPointer(GL_FLOAT, 0, normals);
    glTexCoordPointer(2, GL_FLOAT, 0, textureCoords);
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
    

    Here you need to find the values of vertices, normals and textureCoords that fit your needs.

    Update 1

    Remember to set the right states like this:

    glEnableClientState(GL_VERTEX_ARRAY);
    glEnableClientState(GL_NORMAL_ARRAY);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY); 
    

    If you use glOrthof (See below) to set a 2D projection in your app, you can use these values:

    GLfloat vertices[] = {
       -1.0, 1.0,
       1.0, 1.0,
       -1.0, -1.0,
       1.0, -1.0, }; 
    
    GLfloat normals[] =  {
       0.0, 0.0, 1.0,
       0.0, 0.0, 1.0,
       0.0, 0.0, 1.0,
       0.0, 0.0, 1.0 }; 
    
    GLfloat textureCoords[] = {
       0.0, 0.0,
       1.0, 0.0,
       0.0, 1.0,
       1.0, 1.0 };
    

    Update 2

    This is how I sat the projection mode when using the above code to render sprites:

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrthof(-5.0, 5.0, -7.5, 7.5, -1, 1);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity(); 
    

    And this is how i set my blending function. This allows for transparency in the png files:

    glEnable(GL_TEXTURE_2D);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    
    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

No related questions found

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.