My favorites | Sign in
Project Logo
                
Details: Show all Hide all

Earlier this year

  • Nov 16, 2009
    issue 2 (Tesselator leaks memory) reported by qtvali   -   I have some iPhone test code doing tesselation (ported some example). static void combineCallback(GLdouble coords[3], GLdouble *vertex_data[4], GLfloat weight[4], GLdouble **dataOut) This method will create some array - vertex = (GLdouble *) malloc(6 * sizeof(GLdouble)); -, which will be sent to static void vertexCallback(GLvoid *vertex). When I build with Run->Start With Performance Tool->Leaks, it will show several leaks. One leak, GeneralBlock-48, happens with allocation at this method, which I pasted here. Some other leaks are also happening. Use extended detail view of leaks to easily detect, where those leaks are happening.
    I have some iPhone test code doing tesselation (ported some example). static void combineCallback(GLdouble coords[3], GLdouble *vertex_data[4], GLfloat weight[4], GLdouble **dataOut) This method will create some array - vertex = (GLdouble *) malloc(6 * sizeof(GLdouble)); -, which will be sent to static void vertexCallback(GLvoid *vertex). When I build with Run->Start With Performance Tool->Leaks, it will show several leaks. One leak, GeneralBlock-48, happens with allocation at this method, which I pasted here. Some other leaks are also happening. Use extended detail view of leaks to easily detect, where those leaks are happening.
  • Jun 30, 2009
    issue 1 (glu.h should not #include <OpenGLES/ES1/glext.h>) commented on by davidknott   -   Note also that some of the source makes use of code which is invalid under OpenGL ES 2.0. I believe that this is limited to the functions gluPerspective, gluLookat, and gluOrtho2D in project.c. However, since OpenGL ES 2.0 lacks a fixed function pipeline, these functions should in any case never be invoked within an ES 2.0 context.
    Note also that some of the source makes use of code which is invalid under OpenGL ES 2.0. I believe that this is limited to the functions gluPerspective, gluLookat, and gluOrtho2D in project.c. However, since OpenGL ES 2.0 lacks a fixed function pipeline, these functions should in any case never be invoked within an ES 2.0 context.
  • Jun 30, 2009
    issue 1 (glu.h should not #include <OpenGLES/ES1/glext.h>) reported by davidknott   -   It seems incorrect to #include <OpenGLES/ES1/glext.h> through glu.h With iPhone OS 3.0, it is possible to develop applications using OpenGL ES 2.0, which requires only #include <OpenGLES/ES2/glext.h> While one could #include both headers, doing so has two drawbacks: 1) <OpenGLES/ES2/glext.h> is not present in iPhone OS 2.X 2) When developing purely for OpenGL ES 2.0, there are many ES 1.1 functions that are invalid. If <OpenGLES/ES1/glext.h> is included, this won't be known until runtime, whereas if it is not included, attempting to use 1.1-only functions will result in a compile-time error (making it easier to detect invalid code). A similar situation pertains when developing code pure ES 1.1 code (i.e. ES 2.0 headers are unnecessary and possibly harmful)
    It seems incorrect to #include <OpenGLES/ES1/glext.h> through glu.h With iPhone OS 3.0, it is possible to develop applications using OpenGL ES 2.0, which requires only #include <OpenGLES/ES2/glext.h> While one could #include both headers, doing so has two drawbacks: 1) <OpenGLES/ES2/glext.h> is not present in iPhone OS 2.X 2) When developing purely for OpenGL ES 2.0, there are many ES 1.1 functions that are invalid. If <OpenGLES/ES1/glext.h> is included, this won't be known until runtime, whereas if it is not included, attempting to use 1.1-only functions will result in a compile-time error (making it easier to detect invalid code). A similar situation pertains when developing code pure ES 1.1 code (i.e. ES 2.0 headers are unnecessary and possibly harmful)

Older

 
Hosted by Google Code