Pro OpenGL ES for iOS

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CHAPTER 7: Well-Rendered Miscellany (^209)
static GLfloat textureCoords1[] =
{
0.0, 0.0,
0.0, 1.0,
1.0, 0.0,
1.0, 1.0
};
static const GLubyte squareColors[] = {
255, 0, 255, 255,
255, 255, 0, 255,
0, 255, 255, 255,
0, 0, 0, 0,
};
static float transY = 0.0;
glBindFramebufferOES(GL_FRAMEBUFFER_OES, [m_FBOController getFBOName]);
glPushMatrix();
glDisable(GL_LIGHTING); //2
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, (GLfloat)(sinf(transY)/2.0), -2.5);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, m_Hedly);
// glColorPointer(4, GL_UNSIGNED_BYTE, 0, squareColors); //3
// glEnableClientState(GL_COLOR_ARRAY);
glTexCoordPointer(2, GL_FLOAT,0,textureCoords1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, squareVertices);
glEnableClientState(GL_VERTEX_ARRAY);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glPopMatrix();
glBindFramebufferOES(GL_FRAMEBUFFER_OES, m_DefaultFBO);
glEnable(GL_LIGHTING);
transY += 0.075;
}

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