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How to render to a subview
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@Mexyn

Posts: 1

NGLNewbie

Thu, Aug 2 2012


Hi there,

is there any way to draw to a subview of self.view?

I have an existing app and i want to use 3d only on a specific single view in my app. And i already have a UIViewController with UIKit content. I added a subview to the rootview and only want to render in this specific subview and not to self.view of the view controller. As far as i have seen the demos and the tutorials seem to be very simple to set up, but they all rely on a full screen app with self.view as render view. I don't understand how the framework knows where to draw at?! I'm missing something like:

[whatever drawToView:self.view] (or in my case my subview).

Seems the rendering will always be done in self.view?! And in the demos, the meshes are just loaded without being added to ne nglview....seems that this also happens automatically?!

Would be nice if you could help me out with this.

Thx in advance

Greetings

mexyn
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@dineybomfim

Posts: 571

NGLAdmin

Thu, Aug 2 2012


In response to: @Mexyn

Hello buddy,

In fact, everything you understood until here is wrong!

Please, don't huff me. Let me explain.

- NinevehGL has nothing to do with the ViewControllers, so there is no relation between the 3D content and the "self.view".
- Actually, one of my favorite parts of NinevehGL is that it's completely independent of everything in your application. You can create NGLMesh instances at anywhere, the NGLCamera can be allocated anywhere in your application, doesn't matter how many cameras or meshes you have. Nothing is bound in fact.
- All that you need is a single UIView... only a small place to put an instance of NGLView. Set the delegate for this NGLView and the magic happens. The 3D render will start and the delegate target will receive calls to "drawView" method.
- Remember the cameras and meshes? Inside the "drawView" method, any camera that receive a call to "drawCamera" will present its render on that NGLView. That's it!
- You can add meshes into a camera to make that camera render those meshes.

Here is an example of NinevehGL usage inside a very small view.
Just the 3D box at the bottom of this screen is a NGLView, everything else is a normal UIKit stuff.


Here are some concepts to remember:

  • NGLView is responsible to present a 3D layer, just it. Don't place other views or UI stuff inside it. Remember that even being a subclass of UIView and having frame and bounds, the NGLView is not responsible by the resulting 3D image, it has nothing to do with that.
  • The NGLCamera is the one responsible by the resulting image. How the image will looks like, its orientation, its aspect ratio and everything related to the look and feel of the resulting 3D. So it's very important to always set the "aspectRatio" property. By default, when you create a NGLCamera it will assume the aspectRatio of the full screen, however if you have NGLView with custom size, you must set the "aspectRatio", which is simply the result of a division of width/height of your custom view.
  • NGLMesh is responsible by the 3D content and its loading is, by default, made asynchronously.


That's it buddy, hope this helps you to get the spirit and logic of NinevehGL.
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NinevehGL is a 3D engine built right on top of OpenGL ES and it uses all the programmable pipeline power, making it easy for you to create great application with shaders.

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