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2014/10/15 ¤U¤È 10:09:31

iphone Programming Glossary: geometry

Advice on speeding up OpenGL ES 1.1 on the iPhone

http://stackoverflow.com/questions/1844765/advice-on-speeding-up-opengl-es-1-1-on-the-iphone

iPhone SDK: Setting the size of UISearchDisplayController's table view

http://stackoverflow.com/questions/2388906/iphone-sdk-setting-the-size-of-uisearchdisplaycontrollers-table-view

share improve this question The key to solving this one was finding out when to change the geometry of the table view. Calling self.searchDisplayController.searchResultsTableView setFrame someframe after creating the UISearchDisplayController..

Accordion table cell - How to dynamically expand/contract uitableviewcell?

http://stackoverflow.com/questions/3066167/accordion-table-cell-how-to-dynamically-expand-contract-uitableviewcell

for the selected cell. Now we can go back to the begin end updates. That block triggers the reload of all tableView geometry. Moreover that block is animated which eventually gives the impresions of the row expanding. Hope this was helpful Pawel..

UITextView with Syntax Highlighting [duplicate]

http://stackoverflow.com/questions/3642540/uitextview-with-syntax-highlighting

UITextView plain text only no public way around. But editable . No chance to alter anything no chance to get geometry etc. Uses a web view internally. Each paragraph is a div which is altered by the editing engine. You could change the DOm..

iPhone - flattening a UIImageView and subviews to image = blank image

http://stackoverflow.com/questions/3869692/iphone-flattening-a-uiimageview-and-subviews-to-image-blank-image

size. am I missing something thanks iphone share improve this question In Apple's sample code they adjust the geometry of the graphics context to match the geometry of the layer before calling renderInContext . They're dealing with a window.. share improve this question In Apple's sample code they adjust the geometry of the graphics context to match the geometry of the layer before calling renderInContext . They're dealing with a window but it looks like the code should work with.. renderInContext renders in the coordinate space of the layer so we must first apply the layer's geometry to the graphics context CGContextSaveGState context Center the context around the view's anchor point CGContextTranslateCTM..

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

different and fairly incompatible rendering pipelines. OpenGL ES 1.1 uses a fixed function pipeline where you feed in geometry and texture data set up lighting etc. states and let OpenGL handle the rest for you. OpenGL ES 2.0 is based around a programmable.. difficult to get started with the 2.0 API. However the fact that you can write your own routines for dealing with your geometry and textures and how they are displayed to the screen means that OpenGL ES 2.0 lets you do things that simply would not..

How can I optimize the rendering of a large model in OpenGL ES 1.1?

http://stackoverflow.com/questions/5718846/how-can-i-optimize-the-rendering-of-a-large-model-in-opengl-es-1-1

es vbo share improve this question A Tiler Utilization of 100 indicates that your bottleneck is in the size of the geometry being sent to the GPU . Whatever you can do to shrink the geometry size can lead to an almost linear reduction in rendering.. that your bottleneck is in the size of the geometry being sent to the GPU . Whatever you can do to shrink the geometry size can lead to an almost linear reduction in rendering time in my experience. These tuning steps have worked for me in.. steps have worked for me in the past If you're not already you could look at using indexing which might cut down on geometry by eliminating some redundant vertices. The PowerVR GPUs in the iOS devices are optimized for using indexed geometry as..

Transitioning from OpenGL ES 1.1 to OpenGL ES 2.0

http://stackoverflow.com/questions/5866256/transitioning-from-opengl-es-1-1-to-opengl-es-2-0

on the subject is by far the most popular of all of my course videos . For the most part the way you handle your geometry will be the same between 1.1 and 2.0 as well as things like your framebuffers but everything else shifts from being determined..

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

I now do a pass before rendering both my depth texture and the final raytraced impostors where I lay down some opaque geometry to block pixels that would never be rendered. To do this I enable depth testing and then draw out the squares that make.. as compared to the 35 68 ms I was getting previously a near doubling in rendering speed. Applying this same opaque geometry pre rendering to the raytracing pass yields a doubling in overall rendering performance. Oddly when I tried to refine this.. when using simple squares for this. Tiler utilization was still less than 60 in the worst case so maybe the larger geometry was resulting in more cache misses. EDIT 5 31 2011 Based on Pivot's suggestion I created inscribed and circumscribed octagons..

Need to find Distance using Gyro+Accelerometer

http://stackoverflow.com/questions/6647314/need-to-find-distance-using-gyroaccelerometer

Basic calculus behind this problem is in the expression and similar expressions for displacements in y and z and basic geometry is the Pythagorean theorem So once you have your accelerometer signals passed through a low pass filter and binned in time..

Learning OpenGL ES 1.x

http://stackoverflow.com/questions/72288/learning-opengl-es-1-x

has been declared deprecated in OpenGL 3.0. GL ES 1.x is for pretty simple devices. What you have is a way to draw geometry vertex buffers manage textures and setup some fixed function state lighting texture combiners . That's pretty much all there..