iphone Programming Glossary: framebuffer
OpenGL ES Render to Texture http://stackoverflow.com/questions/1024603/opengl-es-render-to-texture 0 pixelFormat kTexture2DPixelFormat_RGB888 pixelsWide 32 pixelsHigh 32 contentSize CGSizeMake width height create framebuffer glGenFramebuffersOES 1 textureFrameBuffer glBindFramebufferOES GL_FRAMEBUFFER_OES textureFrameBuffer attach renderbuffer..
OpenGL ES 2d rendering into image http://stackoverflow.com/questions/10455329/opengl-es-2d-rendering-into-image the image free rawImagePixels The second and much faster way of doing this is to render your scene to a texture backed framebuffer object FBO where the texture has been provided by iOS 5.0's texture caches. I describe this approach in this answer although..
Draw to offscreen renderbuffer in OpenGL ES (iPhone) http://stackoverflow.com/questions/1853551/draw-to-offscreen-renderbuffer-in-opengl-es-iphone glCheckFramebufferStatusOES GL_FRAMEBUFFER_OES if status GL_FRAMEBUFFER_COMPLETE_OES NSLog @ failed to make complete framebuffer object x status glTexParameterf GL_TEXTURE_2D GL_TEXTURE_MIN_FILTER GL_LINEAR glTexParameterf GL_TEXTURE_2D GL_TEXTURE_MAG_FILTER..
How do you activate multisampling in OpenGL ES on the iPhone? http://stackoverflow.com/questions/3340189/how-do-you-activate-multisampling-in-opengl-es-on-the-iphone The WWDC session 415 video goes over this a bit so grab and watch that if you can. Essentially you create a second framebuffer for msaa rendering using glRenderbufferStorageMultisampleAPPLE for its depth and color buffers. Then you bind this multisample.. rendering using glRenderbufferStorageMultisampleAPPLE for its depth and color buffers. Then you bind this multisample framebuffer render your scene then do the multisampling resolve into your main framebuffer glBindFramebuffer GL_READ_FRAMEBUFFER_APPLE.. buffers. Then you bind this multisample framebuffer render your scene then do the multisampling resolve into your main framebuffer glBindFramebuffer GL_READ_FRAMEBUFFER_APPLE msaaFramebuffer glBindFramebuffer GL_DRAW_FRAMEBUFFER_APPLE defaultFramebuffer..
render to floating point texture under iOS http://stackoverflow.com/questions/3850569/render-to-floating-point-texture-under-ios supports the OES_texture_half_float extension. Unfortunately I'm having trouble binding a floating point texture to a framebuffer object. Here's my attempt GLuint textureHandle glGenTextures 1 textureHandle glBindTexture GL_TEXTURE_2D textureHandle glTexImage2D..
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 if glCheckFramebufferStatusOES GL_FRAMEBUFFER_OES GL_FRAMEBUFFER_COMPLETE_OES NSLog @ failed to make complete framebuffer object x glCheckFramebufferStatusOES GL_FRAMEBUFFER_OES return NO return YES UPDATE 3 If I create the view giving it the..
Can example “GLImageProcessing” work with multi filters http://stackoverflow.com/questions/4375479/can-example-glimageprocessing-work-with-multi-filters result on screen. Here is some sample code on how to do it for 2 filters Remember the FBO being used for the display framebuffer glGetIntegerv GL_FRAMEBUFFER_BINDING_OES GLint SystemFBO Create the texture and the FBO the will hold the result of applying..
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 to gl_FragDepth so I've needed to output these values to a custom depth texture. I do a pass over my scene using a framebuffer object FBO only rendering out a color that corresponds to a depth value with the results being stored into a texture. This..
GLImageProcessing Multiple Filters? http://stackoverflow.com/questions/6425861/glimageprocessing-multiple-filters glScalef wide high 1 glBindTexture GL_TEXTURE_2D Input.texID Remember the FBO being used for the display framebuffer glGetIntegerv GL_FRAMEBUFFER_BINDING_OES GLint SystemFBO Create the texture and the FBO the will hold the result of applying..
how to record screen video as like Talking Tomcat application does in iphone? http://stackoverflow.com/questions/6980370/how-to-record-screen-video-as-like-talking-tomcat-application-does-in-iphone thing as Talking tomcat app for iphone..recording the video then playing it etc... i m using glReadPixels for reading framebuffer data and then writing it to video with the help of AVAssetWriter in AVFoundation framwork. But reading the data on each..
iPhone take augmented reality screenshot with AVCaptureVideoPreviewLayer http://stackoverflow.com/questions/8980847/iphone-take-augmented-reality-screenshot-with-avcapturevideopreviewlayer float 1.0 float 60.0 FALSE GLubyte data GLubyte malloc dataLength sizeof GLubyte Read pixel data from the framebuffer glPixelStorei GL_PACK_ALIGNMENT 4 glReadPixels x y width height GL_RGBA GL_UNSIGNED_BYTE data Create a CGImage with the..
Faster alternative to glReadPixels in iPhone OpenGL ES 2.0 http://stackoverflow.com/questions/9550297/faster-alternative-to-glreadpixels-in-iphone-opengl-es-2-0 within an OpenGL ES texture. You can take advantage of this to grab the pixels for an OpenGL ES rendering by using a framebuffer object FBO with an attached texture with that texture having been supplied from the texture cache. Once you render your..
What is a better way to create a game loop on the iPhone other than using NSTimer? http://stackoverflow.com/questions/96265/what-is-a-better-way-to-create-a-game-loop-on-the-iphone-other-than-using-nstime userInfo nil repeats YES #endif void stopLoop timer invalidate running NO In the renderFrame method You prepare the framebuffer draw frame and present the framebuffer on screen. P.S. There is a great article on various types of game loops and their.. stopLoop timer invalidate running NO In the renderFrame method You prepare the framebuffer draw frame and present the framebuffer on screen. P.S. There is a great article on various types of game loops and their pros and cons. share improve this answer..
Saving imageRef from GLPaint creates completely black image http://stackoverflow.com/questions/9857912/saving-imageref-from-glpaint-creates-completely-black-image GL_FRAMEBUFFER_OES GL_FRAMEBUFFER_COMPLETE_OES This IS being activated with code 0 NSLog @ failed to make complete framebuffer object x glCheckFramebufferStatusOES GL_FRAMEBUFFER_OES int s 1 UIScreen screen UIScreen mainScreen if screen respondsToSelector..
|