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Home/ Questions/Q 6538815
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Editorial Team
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Editorial Team
Asked: May 25, 20262026-05-25T10:46:52+00:00 2026-05-25T10:46:52+00:00

I’m going to write a texture atlas manager, but I’ve run into a problem.

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I’m going to write a texture atlas manager, but I’ve run into a problem. When I modified my original UV coordinates, my program no longer rendered anything?? This is my draw code:

- (void)drawFrame {
[(EAGLView *)self.view setFramebuffer];

//GLfloat aspectRatio = self.view.bounds.size.height/self.view.bounds.size.width; 
float m[16] = {2/self.view.bounds.size.width, 0, 0, 0, 0, 2/self.view.bounds.size.height, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1 };

CGSize imageSize = CGSizeMake(512, 512);
CGRect drawBounds = CGRectMake(0, 0, 106, 126);

GLfloat x = (1/imageSize.width) * drawBounds.size.width;
GLfloat y = (1/imageSize.height) * drawBounds.size.height;

static const GLfloat vertices[] = {
    -53.0f, -63.0f,
    53.0f, -63.0f,
    -53.0f,  63.0f,
    53.0f,  63.0f,
};

GLfloat texCoords[] = {
    0.0, 0.0,
    x, 0.0,
    0.0, y,
    x, y
};

glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);

glUseProgram(program);

[[TextureLibrary sharedTextureLibrary] bindTexture:@"bounce" toSlot:GL_TEXTURE0];

glUniform1f(uniforms[UNIFORM_TEXTURE], 0);
glUniformMatrix4fv(UNIFORM_MVP_MATRIX, 1, GL_FALSE, m);

glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, vertices);
glEnableVertexAttribArray(ATTRIB_VERTEX);
glVertexAttribPointer(ATTRIB_TEXTURE_POSITION, 2, GL_FLOAT, 0, 0, texCoords);
glEnableVertexAttribArray(ATTRIB_TEXTURE_POSITION);

glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);


[(EAGLView *)self.view presentFramebuffer];
}

However, it works fine like this:

GLfloat texCoords[] = {
    0.0, 0.0,
    1.0, 0.0,
    0.0, 1.0,
    1.0, 1.0
};

Help?

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-25T10:46:53+00:00Added an answer on May 25, 2026 at 10:46 am

    Just a guess, but OpenGL considers (0, 0) to be the lower left corner of an image. Is it possible your graphic is in the top left, so that the area you’re displaying is actually from a transparent part of the texture?

    If so then you can either adjust your texture coordinates or adjust the texture matrix stack so that (0, 0) is in the top left.

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