I\'m building an ios drawing app and am having a hard time how to draw paint textures on the screen at different points. Most tutorials online refer to rendering a single te
I finally got this to work. I drew each point where the user touches as a TRIANGLE_STRIP primitive, two of which together result in a square.
GLfloat *tBuffer = malloc(4 * 2 * sizeof(GLfloat));
tBuffer[0] = 0.0;
tBuffer[1] = 1.0;
tBuffer[2] = 1.0;
tBuffer[3] = 1.0;
tBuffer[4] = 0.0;
tBuffer[5] = 0.0;
tBuffer[6] = 1.0;
tBuffer[7] = 0.0;
glTexCoordPointer(2, GL_FLOAT, 0, tBuffer);
CGFloat padding = 16;
vBuffer[0] = xCenter - padding;
vBuffer[1] = yCenter - padding;
vBuffer[2] = xCenter + padding;
vBuffer[3] = yCenter - padding;
vBuffer[4] = xCenter - padding;
vBuffer[5] = yCenter + padding;
vBuffer[6] = xCenter + padding;
vBuffer[7] = yCenter + padding;
CGFloat degrees = atan2(end.y - start.y, end.x - start.x) * 180 / M_PI;
// rotate the texture in the direction of the stroke.
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glTranslatef(0.5, 0.5, 0);
glRotatef(degrees, 0, 0, 1);
glTranslatef(-0.5, -0.5, 0);
glVertexPointer(2, GL_FLOAT, 0, vBuffer);
glDrawArrays(GL_TRIANGLE_STRIP, 0, count);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
xCenter, yCenter is where the user touches. Padding determines the size of the primitive.
I also rotate the texture, but translate it to the center before rotating since rotation happens with the pivot at the origin otherwise.
Hope this helps!
UPDATE:
I was able to reduce the number of openGL calls by 1 by running the following set of commands for rotation instead:
Note that I was able to reduce the number of OpenGL calls by 1, by running the following set of commands for the rotation (removing push/pop matrix)
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glTranslatef(0.5, 0.5, 0);
[GLManager rotateBrush:degrees];
glTranslatef(-0.5, -0.5, 0);
[GLManager drawVertexBuffer:vBuffer withVertexNumber:4];
glMatrixMode(GL_MODELVIEW);`