The OpenGL ES rendering loop is placed on a separate thread in my iphone application. Everything goes fine except that the EAGLContext's presentRenderbuffer method fails. The result is a blank white screen. When the same code is run on the main thread, presentRenderbuffer succeeds and the graphics is properly shown. What is the correct way of doing OpenGL on a separate thread?
I have two macros FOO2 and FOO3: #define FOO2(x,y) ... #define FOO3(x,y,z) ... I want to define a new macro FOO as follows: #define FOO(x,y) FOO2(x,y) #define FOO(x,y,z) FOO3(x,y,z) But this doesn't work because macros do not overload on number of arguments. Without modifying FOO2 and FOO3, is there some way to define a macro FOO (using __VA_ARGS__ or otherwise) to get the same effect of dispatchi
リリース、障害情報などのサービスのお知らせ
最新の人気エントリーの配信
処理を実行中です
j次のブックマーク
k前のブックマーク
lあとで読む
eコメント一覧を開く
oページを開く