¡@

Home 

2014/10/15 ¤U¤È 10:04:51

iphone Programming Glossary: caeagllayer

iOS 6 Maps occasional Crash

http://stackoverflow.com/questions/13514296/ios-6-maps-occasional-crash

framebuffer before calling presentRenderbuffer. Also note that unless you set the RetainedBackbuffer property on your CAEAGLLayer to enable retained backbuffer mode the contents of your renderbuffer are not guaranteed to remain valid after a call to..

How to get UIImage from EAGLView?

http://stackoverflow.com/questions/1352864/how-to-get-uiimage-from-eaglview

uikit uiview opengl es eaglview share improve this question An EAGLView is just a kind of view and its underlying CAEAGLLayer is just a kind of layer. That means that the standard approach for converting a view layer into a UIImage will work. The..

Can I mix OpenglES with standard Cocoa widgets on an iPhone app?

http://stackoverflow.com/questions/3057529/can-i-mix-opengles-with-standard-cocoa-widgets-on-an-iphone-app

I state there it's trivial to have OpenGL ES content coexist with UIKit controls. The OpenGL ES content lives within a CAEAGLLayer that backs a UIView which is part of the normal view hierarchy. You can easily overlay other UIViews on top of it. For an..

Is it possible to make an OpenGL ES layer transparent?

http://stackoverflow.com/questions/3193607/is-it-possible-to-make-an-opengl-es-layer-transparent

ES content iphone ios opengl es share improve this question You have to do two things When you initialize your CAEAGLLayer set the opaque property to NO or FALSE . You may also need to make sure your drawableProperties uses a color format that..

iPhone: What is the best way to use both OpenGL and the native user interface in an application?

http://stackoverflow.com/questions/357823/iphone-what-is-the-best-way-to-use-both-opengl-and-the-native-user-interface-in

share improve this question There's no need to switch modes at all. OpenGL ES rendering on the iPhone is done in a CAEAGLLayer Core Animation layer. This can be used as the base layer for a UIView which means that you can combine all the UIView layout..

Why is my EAGLVIew not rendering anymore in iOS 4.2?

http://stackoverflow.com/questions/4270320/why-is-my-eaglview-not-rendering-anymore-in-ios-4-2

GL_RENDERBUFFER_OES _viewRenderbuffer _context renderbufferStorage GL_RENDERBUFFER_OES fromDrawable CAEAGLLayer self.layer glFramebufferRenderbufferOES GL_FRAMEBUFFER_OES GL_COLOR_ATTACHMENT0_OES GL_RENDERBUFFER_OES _viewRenderbuffer..

Request a DepthBuffer in OpenGL ES for iPhone

http://stackoverflow.com/questions/4361516/request-a-depthbuffer-in-opengl-es-for-iphone

You'll need to attach a depth buffer to your frame buffer in whatever UIView subclass you've created that uses a CAEAGLLayer as its layer. Supposing you're working with Apple's OpenGL ES Xcode template the relevant UIView subclass is EAGLView. There's.. glBindRenderbuffer GL_RENDERBUFFER colorRenderbuffer context renderbufferStorage GL_RENDERBUFFER fromDrawable CAEAGLLayer self.layer glGetRenderbufferParameteriv GL_RENDERBUFFER GL_RENDERBUFFER_WIDTH framebufferWidth glGetRenderbufferParameteriv.. then it generates and binds a colour render buffer gifts the colour buffer the inherent storage that comes with a CAEAGLLayer grabs the frame dimensions for later and attaches the colour buffer to the render buffer. You need also to create and attach..

Alternatives to creating an openGL texture from a captured video frame to overlay an openGL view over video? (iPhone)

http://stackoverflow.com/questions/4473894/alternatives-to-creating-an-opengl-texture-from-a-captured-video-frame-to-overla

your application should rely solely on OpenGL ES to render your content. To do this size the view that holds your CAEAGLLayer object to match the screen set its opaque property to YES and ensure that no other Core Animation layers or views are visible... Core Animation layers or views are visible. If your OpenGL ES layer is composited on top of other layers making your CAEAGLLayer object opaque reduces but doesn ™t eliminate the performance cost. If your CAEAGLLayer object is blended on top of layers.. top of other layers making your CAEAGLLayer object opaque reduces but doesn ™t eliminate the performance cost. If your CAEAGLLayer object is blended on top of layers underneath it in the layer hierarchy the renderbuffer ™s color data must be in a premultiplied..

openGL ES retina support

http://stackoverflow.com/questions/4504614/opengl-es-retina-support

improve this question Frames are in points not pixels. When a scale factor is applied to the UIView hosting your CAEAGLLayer it will be double the pixels but its frame point size will remain the same. If you look at the backing width and height.. size will remain the same. If you look at the backing width and height for the color renderbuffer attached to the CAEAGLLayer using code like the following glGetRenderbufferParameterivOES GL_RENDERBUFFER_OES GL_RENDERBUFFER_WIDTH_OES backingWidth..

What's the difference between GLKView and EAGLView?

http://stackoverflow.com/questions/8412302/whats-the-difference-between-glkview-and-eaglview

the one element all of the classes with this name have in common is that they override the layerClass method to return CAEAGLLayer class indicating that these views will host OpenGL ES content within their backing layer. GLKView is new in iOS 5.0 as part..

Save OpenGL Drawn item as a Image

http://stackoverflow.com/questions/9660723/save-opengl-drawn-item-as-a-image

brushImage CGContextRef brushContext GLubyte brushData size_t width height if self super initWithCoder coder CAEAGLLayer eaglLayer CAEAGLLayer self.layer eaglLayer.opaque YES In this application we want to retain the EAGLDrawable contents after.. brushContext GLubyte brushData size_t width height if self super initWithCoder coder CAEAGLLayer eaglLayer CAEAGLLayer self.layer eaglLayer.opaque YES In this application we want to retain the EAGLDrawable contents after a call to presentRenderbuffer...

Record the drawing as a m4v video file - OpenGL

http://stackoverflow.com/questions/9661259/record-the-drawing-as-a-m4v-video-file-opengl

brushImage CGContextRef brushContext GLubyte brushData size_t width height if self super initWithCoder coder CAEAGLLayer eaglLayer CAEAGLLayer self.layer eaglLayer.opaque YES In this application we want to retain the EAGLDrawable contents after.. brushContext GLubyte brushData size_t width height if self super initWithCoder coder CAEAGLLayer eaglLayer CAEAGLLayer self.layer eaglLayer.opaque YES In this application we want to retain the EAGLDrawable contents after a call to presentRenderbuffer...