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  1. POStrange black pixels on model
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    <p>I tried to draw a model with 197 polygons but i have strange black pixels on it: </p> <p><a href="http://i.imagehost.org/0398/IMG_0172.png" rel="nofollow noreferrer">alt text http://i.imagehost.org/0398/IMG_0172.png</a></p> <p>When I run the code in the iPhone Simulator, it shows well without those black pixels, but on the device I have that problem.</p> <p>I set perspective:</p> <pre><code>const GLfloat zNear = 0.01, zFar = 1000.0, fieldOfView = 45.0; GLfloat size; glEnable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0); CGRect rect = self.bounds; glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar); glViewport(0, 0, rect.size.width, rect.size.height); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClearColor(0.3f, 0.3f, 0.3f, 1.0f); glColor4f(0,0,0,0.5f); glEnable(GL_SMOOTH); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnableClientState(GL_VERTEX_ARRAY); </code></pre> <p>And draw (model vertices, indexes and normals store in global arrays.):</p> <pre><code>glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); [EAGLContext setCurrentContext:context]; glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer); glTranslatef(1.0, -9, -22); glVertexPointer(3, GL_FLOAT, 0, vertices); glEnableClientState(GL_NORMAL_ARRAY); glNormalPointer(GL_FLOAT, 0, normals); glDrawElements(GL_TRIANGLES, 3*192, GL_UNSIGNED_BYTE, icosahedronFaces); glDisableClientState(GL_NORMAL_ARRAY); glTranslatef(-1.0, 9, 22); glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer); [context presentRenderbuffer:GL_RENDERBUFFER_OES]; </code></pre>
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