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glIsEnabled(GL_FRAGMENT_SHADER); returns: GL_FALSE | |
Error: GL_INVALID_ENUM | |
Context: 0x7fbb5b0dae00 | |
Virtual Screen: 0/1 | |
kCGLCPCurrentRendererID: 16918311 (0x01022727) | |
GL_RENDERER: NVIDIA GeForce GT 650M OpenGL Engine | |
GL_VENDOR: NVIDIA Corporation | |
GL_VERSION: 2.1 NVIDIA-8.24.9 310.40.25f01 | |
kCGLCPGPUFragmentProcessing: GL_TRUE | |
kCGLCPGPUVertexProcessing: GL_TRUE |
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Sampling process 35307 for 3 seconds with 1 millisecond of run time between samples | |
Sampling completed, processing symbols... | |
Analysis of sampling v002 (pid 35307) every 1 millisecond | |
Process: v002 [35307] | |
Path: /Users/vade/Library/Developer/Xcode/DerivedData/v002-Application-dbsnoasduzazavejagpmldzzulko/Build/Products/Debug/v002.app/Contents/MacOS/v002 | |
Load Address: 0x100000000 | |
Identifier: info.v002.v002 | |
Version: 1.0 | |
Code Type: X86-64 | |
Parent Process: debugserver [35308] |
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glIsEnabled(GL_FRAGMENT_SHADER); returns: GL_FALSE | |
Error: GL_INVALID_ENUM | |
Context: 0x1018ad400 | |
Virtual Screen: 0/1 | |
kCGLCPCurrentRendererID: 16918311 (0x01022727) | |
GL_RENDERER: NVIDIA GeForce GT 650M OpenGL Engine | |
GL_VENDOR: NVIDIA Corporation | |
GL_VERSION: 2.1 NVIDIA-8.26.21 310.40.35f08 | |
kCGLCPGPUFragmentProcessing: GL_TRUE | |
kCGLCPGPUVertexProcessing: GL_TRUE |
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Hi Toyos. Thanks for taking the time to read this. | |
Basically, I have a SCNNode 'Agent' which contain child nodes (maybe a hundred or so) which are simple textured planes which respond to a physics field (or 4). | |
Every frame, I want to draw a connection between the nodes. | |
My thought was to : | |
In the "Agent" node - parent to all the child nodes - override the custom rendering. I would: |
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// then we need to hit OpenGL and draw them | |
NSUInteger count = self.childNodes.count; | |
// We need to get a list an array of all child nodes, and their positions in the parent nodes coordinate system | |
__block SCNVector4 positions[count]; | |
__block int indexes[count]; | |
__block int i = 0; | |
[self enumerateChildNodesUsingBlock:^(SCNNode *child, BOOL *stop) | |
{ |
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libobjc.A.dylib`objc_msgSend: | |
0x372cdb60: cbz r0, 0x372cdb9e ; objc_msgSend + 62 | |
0x372cdb62: ldr.w r9, [r0] | |
0x372cdb66: ldrh.w r12, [r9, #12] | |
0x372cdb6a: ldr.w r9, [r9, #8] | |
0x372cdb6e: and.w r12, r12, r1 | |
0x372cdb72: add.w r9, r9, r12, lsl #3 | |
0x372cdb76: ldr.w r12, [r9] | |
0x372cdb7a: teq.w r12, r1 | |
0x372cdb7e: bne 0x372cdb86 ; objc_msgSend + 38 |
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lldb) bt | |
* thread #1: tid = 0x4e261, 0x372cdb76 libobjc.A.dylib`objc_msgSend + 22, queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=1, address=0x4013a1f1) | |
* frame #0: 0x372cdb76 libobjc.A.dylib`objc_msgSend + 22 | |
frame #1: 0x000143a2 Intention2`__34-[GameViewController endRecording]_block_invoke193(.block_descriptor=<unavailable>) + 554 at GameViewController.m:366 | |
frame #2: 0x00383926 libdispatch.dylib`_dispatch_client_callout + 22 | |
frame #3: 0x0039214c libdispatch.dylib`_dispatch_source_latch_and_call + 556 | |
frame #4: 0x003852de libdispatch.dylib`_dispatch_source_invoke + 190 | |
frame #5: 0x00386a36 libdispatch.dylib`_dispatch_main_queue_callback_4CF + 354 | |
frame #6: 0x2a125ba0 CoreFoundation`__CFRUNLOOP_IS_SERVICING_THE_MAIN_DISPATCH_QUEUE__ + 8 | |
frame #7: 0x2a1242c0 CoreFoundation`__CFRunLoopRun + 1512 |
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- (void) endRecording | |
{ | |
NSLog(@"End Recording"); | |
if(self.recording) | |
{ | |
self.recording = NO; | |
self.recordPlaybackIndex = 0; | |
// Now we need to start an internal timer to handle playing back our recording |
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Painters, illustrators, and those who work with pen and brush, conducting | |
music, and physical gestures in general, I have a question or two for you: | |
What language/terminology do you use to describe the brush and pen strokes, in | |
your work and work of others, and brush techniques in general? Do you ever | |
talk about these gestures? How do you talk about them? | |
What constitutes a "bold" brush stroke versus a mild delicate one? Pressure, | |
color, contrast from the background? the speed with which it is applied? How | |
is boldness manifested? |
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- (id) initWithFrame:(CGRect)frame | |
{ | |
self = [super initWithFrame:frame]; | |
if(self) | |
{ | |
[self sharedInit]; | |
} | |
return self; |
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