Comments (11)
Also , is there any further update ?
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You don't need to know opengl to port it to mac. You need to create
new project in xcode using cocos2d mac template and copy/paste code.
Check this article:
http://cocos2dbook.com/cocos2d/cocos2d-on-the-mac-part1/
On Tue, Dec 13, 2011 at 5:56 PM, zgrubby
[email protected]
wrote:
I am not familiar with opengl,can you help me port this to mac?
Reply to this email directly or view it on GitHub:
#8
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I just create a project using cocos2d mac,then copy / paste the code,everything goes right except the texture rending,here is my screenshot
On Dec 14, 2011, at 11:52 AM, Sergey Tikhonov wrote:
You don't need to know opengl to port it to mac. You need to create
new project in xcode using cocos2d mac template and copy/paste code.
Check this article:
http://cocos2dbook.com/cocos2d/cocos2d-on-the-mac-part1/On Tue, Dec 13, 2011 at 5:56 PM, zgrubby
[email protected]
wrote:I am not familiar with opengl,can you help me port this to mac?
Reply to this email directly or view it on GitHub:
#8
Reply to this email directly or view it on GitHub:
#8 (comment)
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there is no screenshot in your comment
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Here is the screenshot
http://img39.imageshack.us/img39/2852/screenshot20111214at120.png
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ok, I'm going to figure it out now
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I found out that CGPoints shouldn't be used for vertices array. CGPoint consists of 2 CGFloats which are 8 bytes long on 64-bit Mac. However glVertexPointer expects array of GLfloats which are 4 bytes long.
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When run it with 32 bit Mac,it look like this:
http://imageupload.org/?d=CB4E034D1
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I just added and tested Mac support. Everything works like a charm. Check out latest update.
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Thank you so much
谢谢
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no problem
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