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#include "gfx.h"
#include <stdlib.h>
#include <stdio.h>
static void _compile_shader(GLuint shader, const char *filename)
{
char *file_contents, log[512];
long input_file_size;
FILE *input_file;
'use strict';
let React = require('react-native');
let {
Animated,
Image,
PanResponder,
StyleSheet,
View,
} = React;
diff -r 977b89b57b90 code/build/premake4.lua
--- a/code/build/premake4.lua Thu Dec 05 23:55:39 2013 -0500
+++ b/code/build/premake4.lua Fri Dec 06 06:06:42 2013 -0500
@@ -231,16 +231,16 @@
buildoptions
{
"-x c++",
- "-isysroot /Developer/SDKs/MacOSX10.6.sdk",
- "-mmacosx-version-min=10.6",
+ --"-isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk",
/**
* Copyright 2015-present 650 Industries. All rights reserved.
*
* @providesModule GrowingTextInput
*/
import React, { PropTypes } from 'react';
import {
TextInput,
} from 'react-native';
/**
* Copyright 2015-present 650 Industries. All rights reserved.
*
* @providesModule GrowingTextInput
*/
import React, { PropTypes } from 'react';
import {
TextInput,
} from 'react-native';
/*
<p>This example shows how you can apply multiple light sources to a model</p>
*/
const regl = require('regl')()
const normals = require('angle-normals')
const mat4 = require('gl-mat4')
const bunny = require('bunny')
const teapot = require('teapot')
diff --git a/apps/gl-test/EXGLView.js b/apps/gl-test/EXGLView.js
index b2f9bd7..a12e422 100644
--- a/apps/gl-test/EXGLView.js
+++ b/apps/gl-test/EXGLView.js
@@ -64,11 +64,17 @@ const getGl = (exglContextId) => {
{ func: 'vertexAttrib2fv', arg: 1, type: Float32Array },
{ func: 'vertexAttrib3fv', arg: 1, type: Float32Array },
{ func: 'vertexAttrib4fv', arg: 1, type: Float32Array },
+ { func: 'bufferData', arg: 1, type: Int32Array },
+ { func: 'texImage2D', arg: 8, type: Int32Array },
'use strict';
import React from 'react';
import { GLView } from 'exponent';
export default class BasicScene extends React.Component {
static meta = {
description: 'PIXI Basic Scene',
* EXGL Unimplemented
** Buffer
*** isBuffer
** Texture
*** compressedTexImage2D
*** compressedTexSubImage2D
*** copyTexImage2D
*** copyTexSubImage2D
*** getTexParameter
*** isTexture
_WRAP_METHOD(texImage2D, 6) {
GLenum target;
GLint level, internalformat;
GLsizei width = 0, height = 0, border = 0;
GLenum format, type;
JSObjectRef jsPixels;
if (jsArgc == 9) {
// 9-argument version
EXJS_UNPACK_ARGV(target, level, internalformat,