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2014/10/15 ¤U¤È 10:09:20

iphone Programming Glossary: fragment

Error: Whitelist rejection in Phonegap

http://stackoverflow.com/questions/10795628/error-whitelist-rejection-in-phonegap

Fragment Shader - Average Luminosity

http://stackoverflow.com/questions/12168072/fragment-shader-average-luminosity

Shader Average Luminosity Does any body know how to find average luminosity for a texture in a fragment shader I have access to both RGB and YUV textures the Y component in YUV is an array and I want to get an average number.. the Y component in YUV is an array and I want to get an average number from this array. iphone opengl es shader fragment share improve this question I recently had to do this myself for input images and video frames that I had as OpenGL..

How do I modify a GPUImageGaussianSelectiveBlurFilter to operate over a rectangle instead of a circle?

http://stackoverflow.com/questions/12257429/how-do-i-modify-a-gpuimagegaussianselectiveblurfilter-to-operate-over-a-rectangl

answer isn't exactly correct and since this seems to be getting asked over and over I'll clarify my comment above. The fragment shader for the selective blur by default has the following code varying highp vec2 textureCoordinate varying highp vec2.. blurredImageColor smoothstep excludeCircleRadius excludeBlurSize excludeCircleRadius distanceFromCenter This fragment shader takes in a pixel color value from both the original sharp image and a Gaussian blurred version of the image. It then.. to modify this to produce a square shape instead of the circular one you need to adjust the two center lines in the fragment shader to base the distance on linear X or Y coordinates not a Pythagorean distance from the center point. To do this change..

What does the Tiler Utilization statistic mean in the iPhone OpenGL ES instrument?

http://stackoverflow.com/questions/1287811/what-does-the-tiler-utilization-statistic-mean-in-the-iphone-opengl-es-instrumen

this question The Tiler Utilization and Renderer Utilization percentages measure the duty cycle of the vertex and fragment processing hardware respectively. On the MBX Tiler Utilization typically scales with the amount of vertex data being sent..

Make UINavigationBar transparent

http://stackoverflow.com/questions/2315862/make-uinavigationbar-transparent

bar does the trick due to a behavior discussed in the UINavigationBar documentation. I'll report here the relevant fragment If you set this property to YES on a navigation bar with an opaque custom background image the navigation bar will apply..

Choose OpenGL ES 1.1 or OpenGL ES 2.0?

http://stackoverflow.com/questions/4784137/choose-opengl-es-1-1-or-opengl-es-2-0

So far I read Open GL ES 1.1 isnt really deprecated isn't it So what would speak for openGL ES 2.0 Programmable vertex fragmentshader Anything else I heard about performance decrease with alpha blending or so can that be true I assume openGL ES 2.0.. let OpenGL handle the rest for you. OpenGL ES 2.0 is based around a programmable pipeline where you supply vertex and fragment shaders to handle the specifics of how your content is rendered to the screen. Because you have to write your own code to..

How do I perform a fast pixellation filter on an image?

http://stackoverflow.com/questions/5049041/how-do-i-perform-a-fast-pixellation-filter-on-an-image

how to use this with a slider that controls the pixel width in the processed image This filter is the result of a fragment shader with the following GLSL code varying highp vec2 textureCoordinate uniform sampler2D inputImageTexture uniform highp..

OpenGL-ES 2.0 VS OpenGL-ES 1.1, which is faster?

http://stackoverflow.com/questions/5682010/opengl-es-2-0-vs-opengl-es-1-1-which-is-faster

owners with hardware that doesn't support 2.0. However OpenGL ES 2.0 lets you do a whole lot more using its vertex and fragment shaders than 1.1 does so some of the things that you might do with extensive geometry can instead be handled by shaders...

How can I improve the performance of my custom OpenGL ES 2.0 depth texture generation?

http://stackoverflow.com/questions/6051237/how-can-i-improve-the-performance-of-my-custom-opengl-es-2-0-depth-texture-gener

of these same shapes built using lots of vertices. The downside to this approach is that the depth values for each fragment of these impostor objects needs to be calculated in a fragment shader to be used when objects overlap. Unfortunately OpenGL.. to this approach is that the depth values for each fragment of these impostor objects needs to be calculated in a fragment shader to be used when objects overlap. Unfortunately OpenGL ES 2.0 does not let you write to gl_FragDepth so I've needed.. texture is then loaded into the second half of my rendering process where the actual screen image is generated. If a fragment at that stage is at the depth level stored in the depth texture for that point on the screen it is displayed. If not it..

Are the Core Image filters in iOS 5.0 fast enough for realtime video processing?

http://stackoverflow.com/questions/6625888/are-the-core-image-filters-in-ios-5-0-fast-enough-for-realtime-video-processing

How can I use private APIs to block incoming calls in an iOS application?

http://stackoverflow.com/questions/7326338/how-can-i-use-private-apis-to-block-incoming-calls-in-an-ios-application

to do such things. Core Telephony headers in SDK are not complete. Of course this means no app store this is my code fragment based on example I linked if str1 isEqualToString @ kCTCallIdentificationChangeNotification NSDictionary info __bridge NSDictionary..

How can I display the application version revision in my application's settings bundle?

http://stackoverflow.com/questions/877128/how-can-i-display-the-application-version-revision-in-my-applications-settings

and internal revision something like 1.0.1 r1243 in my application's settings bundle. The Root.plist file contains a fragment like this... dict key Type key string PSTitleValueSpecifier string key Title key string Version string key Key key string..

How can you apply distortions to a UIImage using OpenGL ES?

http://stackoverflow.com/questions/9886843/how-can-you-apply-distortions-to-a-uiimage-using-opengl-es

framework it can do many of the distortion operations you describe. For those that are missing you can write your own fragment shaders. The effects I have in there are a convex bulge distortion using a GPUImageBulgeDistortionFilter a concave distortion..