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2014/10/15 ¤U¤È 10:09:50

iphone Programming Glossary: gl_texture

Applying brightness and contrast with OpenGL ES

http://stackoverflow.com/questions/1506299/applying-brightness-and-contrast-with-opengl-es

do one at a time calling both methods in the sample overwrites the previous result . Brightness works great glTexEnvi GL_TEXTURE_ENV GL_TEXTURE_ENV_MODE GL_COMBINE if brightness 1.0f glTexEnvi GL_TEXTURE_ENV GL_COMBINE_RGB GL_ADD glColor4f brightness.. calling both methods in the sample overwrites the previous result . Brightness works great glTexEnvi GL_TEXTURE_ENV GL_TEXTURE_ENV_MODE GL_COMBINE if brightness 1.0f glTexEnvi GL_TEXTURE_ENV GL_COMBINE_RGB GL_ADD glColor4f brightness 1 brightness.. result . Brightness works great glTexEnvi GL_TEXTURE_ENV GL_TEXTURE_ENV_MODE GL_COMBINE if brightness 1.0f glTexEnvi GL_TEXTURE_ENV GL_COMBINE_RGB GL_ADD glColor4f brightness 1 brightness 1 brightness 1 brightness 1 else glTexEnvi GL_TEXTURE_ENV GL_COMBINE_RGB..

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

is hovering around 50 . I suppose this might have something to do with scaling the texture coordinates from GL_TEXTURE Matrix Mode. I'm still seeking additional improvements. I'd like to get closer to 40 FPS as that's what my iPod Touch gets..

How do I create blurred text in an iPhone view?

http://stackoverflow.com/questions/227305/how-do-i-create-blurred-text-in-an-iphone-view

V2fT2f quad float t t 1 GLint tex V2fT2f tmpquad 4 float offw t Input.wide float offh t Input.high int i glGetIntegerv GL_TEXTURE_BINDING_2D tex Three pass small blur using rotated pattern to sample 17 texels . .. . X rotated samples filter across texel.. glVertexPointer 2 GL_FLOAT sizeof V2fT2f quad 0 .x glTexCoordPointer 2 GL_FLOAT sizeof V2fT2f quad 0 .s glTexEnvi GL_TEXTURE_ENV GL_TEXTURE_ENV_MODE GL_MODULATE glColor4f 1.0 5 1.0 5 1.0 5 1.0 validateTexEnv glDrawArrays GL_TRIANGLE_STRIP 0 4 Pass.. 2 GL_FLOAT sizeof V2fT2f quad 0 .x glTexCoordPointer 2 GL_FLOAT sizeof V2fT2f quad 0 .s glTexEnvi GL_TEXTURE_ENV GL_TEXTURE_ENV_MODE GL_MODULATE glColor4f 1.0 5 1.0 5 1.0 5 1.0 validateTexEnv glDrawArrays GL_TRIANGLE_STRIP 0 4 Pass two accumulate..

Can example “GLImageProcessing” work with multi filters

http://stackoverflow.com/questions/4375479/can-example-glimageprocessing-work-with-multi-filters

glLoadIdentity glOrthof 0 wide 0 high 1 1 glMatrixMode GL_MODELVIEW glLoadIdentity glScalef wide high 1 glBindTexture GL_TEXTURE_2D Input.texID bind result fbo glBindFramebufferOES GL_FRAMEBUFFER_OES resultFBO glViewport 0 0 result.wide result.s result.high.. 2 GL_FLOAT sizeof V2fT2f flipquad 0 .x glTexCoordPointer 2 GL_FLOAT sizeof V2fT2f flipquad 0 .s glTexEnvi GL_TEXTURE_ENV GL_TEXTURE_ENV_MODE GL_COMBINE static GLfloat constColor 4 0.1 0.2 0.3 0.4 if t 1.0f glTexEnvi GL_TEXTURE_ENV GL_COMBINE_RGB.. GL_FLOAT sizeof V2fT2f flipquad 0 .x glTexCoordPointer 2 GL_FLOAT sizeof V2fT2f flipquad 0 .s glTexEnvi GL_TEXTURE_ENV GL_TEXTURE_ENV_MODE GL_COMBINE static GLfloat constColor 4 0.1 0.2 0.3 0.4 if t 1.0f glTexEnvi GL_TEXTURE_ENV GL_COMBINE_RGB GL_ADD..

OpenGL Texture Coordinates in Pixel Space

http://stackoverflow.com/questions/5879403/opengl-texture-coordinates-in-pixel-space

in this manner but haven't been able to suss out what previous calls were made that allowed for this. glMatrixMode GL_TEXTURE seems like it might be involved but I'm not quite sure how to implement it. My end goal would be to accomplish something..