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2014/10/15 ¤U¤È 10:04:51

iphone Programming Glossary: cadisplaylink

Check iPhone iOS Version

http://stackoverflow.com/questions/3339722/check-iphone-ios-version

code so my recommendation can't be absolute A system version of 3.1 or greater is required to use CADisplayLink. The NSTimer class is used as fallback when it isn't available. NSString reqSysVer @ 3.1 NSString currSysVer..

CADisplayLink OpenGL rendering breaks UIScrollView behaviour

http://stackoverflow.com/questions/5944050/cadisplaylink-opengl-rendering-breaks-uiscrollview-behaviour

OpenGL rendering breaks UIScrollView behaviour There are a few similar questions out there on SO links.. rendering view for my textures but there's a problem moving around on the scroll view prevents the CADisplayLink from firing until the user has finished scrolling which looks horrible . One temporary fix has been.. the iPhone4 and the 3G don't . Does anyone know how I could get around this clash between the CADisplayLink and the UIScrollView or know how to fix the UIScrollView working in other run modes Thanks in advance..

Check iPhone iOS Version

http://stackoverflow.com/questions/3339722/check-iphone-ios-version

something Apple uses systemVersion in their GLSprite sample code so my recommendation can't be absolute A system version of 3.1 or greater is required to use CADisplayLink. The NSTimer class is used as fallback when it isn't available. NSString reqSysVer @ 3.1 NSString currSysVer UIDevice currentDevice systemVersion if currSysVer..

CADisplayLink OpenGL rendering breaks UIScrollView behaviour

http://stackoverflow.com/questions/5944050/cadisplaylink-opengl-rendering-breaks-uiscrollview-behaviour

OpenGL rendering breaks UIScrollView behaviour There are a few similar questions out there on SO links at end but none of them has allowed me to fix my problem.. it . So I have a UIScrollView which I'm using to get the rendering view for my textures but there's a problem moving around on the scroll view prevents the CADisplayLink from firing until the user has finished scrolling which looks horrible . One temporary fix has been to use NSRunLoopCommonModes instead of the default run mode.. I'm testing on the 3GS and simulator seem to work fine while the iPhone4 and the 3G don't . Does anyone know how I could get around this clash between the CADisplayLink and the UIScrollView or know how to fix the UIScrollView working in other run modes Thanks in advance Promised links to similar questions UIScrollView broken and..

UIView Animation Inconsistent Result

http://stackoverflow.com/questions/13388835/uiview-animation-inconsistent-result

the view to its new position. The other approach is to animate the constraints themselves using an NSTimer or a CADisplayLink . The WWDC 2012 video œSession 228 Best Practices for Mastering Auto Layout explains your problem and discusses these two..

UITableView & UIScrollview stop cocos2d animations

http://stackoverflow.com/questions/15185720/uitableview-uiscrollview-stop-cocos2d-animations

In startAnimation the semaphore and dispatch queue are created void startAnimation ... displayLink NSClassFromString @ CADisplayLink displayLinkWithTarget self selector @selector mainLoop displayLink setFrameInterval frameInterval displayLink addToRunLoop..

fastest way to draw a screen buffer on the iphone

http://stackoverflow.com/questions/2395650/fastest-way-to-draw-a-screen-buffer-on-the-iphone

CADisplayLink stops updating when UIScrollView scrolled

http://stackoverflow.com/questions/2524347/cadisplaylink-stops-updating-when-uiscrollview-scrolled

stops updating when UIScrollView scrolled Title is quite self explanatory but I have some animation being done in a loop.. UIScrollView scrolled Title is quite self explanatory but I have some animation being done in a loop triggered by CADisplayLink. However as soon as I scroll a UIScrollView I have added to my view hierarchy the animation stops immediately only to return..

Check iPhone iOS Version

http://stackoverflow.com/questions/3339722/check-iphone-ios-version

GLSprite sample code so my recommendation can't be absolute A system version of 3.1 or greater is required to use CADisplayLink. The NSTimer class is used as fallback when it isn't available. NSString reqSysVer @ 3.1 NSString currSysVer UIDevice currentDevice..

Animation in OpenGL ES view freezes when UIScrollView is dragged on iPhone

http://stackoverflow.com/questions/4876488/animation-in-opengl-es-view-freezes-when-uiscrollview-is-dragged-on-iphone

ES subview a modification of Apple's template EAGLView class which draws a rotating sphere. Just like Apple's example CADisplayLink is used on devices where available. On the same screen there is a UIScrollView containing UIButtons that can be selected... apart from coding my own scroll view iphone opengl es uikit uiscrollview share improve this question Whether CADisplayLink fires during scrolls depends on the mode with which you add it to the run loop. Probably you have this somewhere displayLink..

CADisplayLink OpenGL rendering breaks UIScrollView behaviour

http://stackoverflow.com/questions/5944050/cadisplaylink-opengl-rendering-breaks-uiscrollview-behaviour

OpenGL rendering breaks UIScrollView behaviour There are a few similar questions out there on SO links at end but none.. using to get the rendering view for my textures but there's a problem moving around on the scroll view prevents the CADisplayLink from firing until the user has finished scrolling which looks horrible . One temporary fix has been to use NSRunLoopCommonModes.. seem to work fine while the iPhone4 and the 3G don't . Does anyone know how I could get around this clash between the CADisplayLink and the UIScrollView or know how to fix the UIScrollView working in other run modes Thanks in advance Promised links to..

Use of VAO around VBO in Open ES iPhone app Causes EXC_BAD_ACCESS When Call to glDrawElements

http://stackoverflow.com/questions/6240863/use-of-vao-around-vbo-in-open-es-iphone-app-causes-exc-bad-access-when-call-to-g

http www.opengl.org discussion_boards ubbthreads.php ubb showflat Number 287977 and then use it like this void render CADisplayLink displayLink glClearColor 0 104.0 255.0 55.0 255.0 1.0 glClear GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT glViewport 0 0 backingWidth..

How to measure true FPS performance of OpenGL ES?

http://stackoverflow.com/questions/6586635/how-to-measure-true-fps-performance-of-opengl-es

that these are two different things Drawing and getting it on screen. So while you may draw in every single call from CADisplayLink at a rate of 60 FPS if your drawing operations take slightly longer than 1 60 seconds you end up with 30 FPS in theory because..