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2014/10/15 ¤U¤È 10:09:41

iphone Programming Glossary: gluint

OpenGL ES Render to Texture

http://stackoverflow.com/questions/1024603/opengl-es-render-to-texture

I use Apple's Texture2D class but you can use an OpenGL texture id if you want and a frame buffer Texture2d texture GLuint textureFrameBuffer Then at some point I create the texture frame buffer and attach the renderbuffer. This you only need..

Drawing into OpenGL ES framebuffer and getting UIImage from it on iPhone

http://stackoverflow.com/questions/10936157/drawing-into-opengl-es-framebuffer-and-getting-uiimage-from-it-on-iphone

in OpenGL ES on iOS. The code is as follows context and neccesary buffers @interface RendererGL EAGLContext myContext GLuint framebuffer GLuint colorRenderbuffer GLuint depthRenderbuffer .m file id init self super init if self initializing context.. The code is as follows context and neccesary buffers @interface RendererGL EAGLContext myContext GLuint framebuffer GLuint colorRenderbuffer GLuint depthRenderbuffer .m file id init self super init if self initializing context myContext EAGLContext.. context and neccesary buffers @interface RendererGL EAGLContext myContext GLuint framebuffer GLuint colorRenderbuffer GLuint depthRenderbuffer .m file id init self super init if self initializing context myContext EAGLContext alloc initWithAPI..

render to floating point texture under iOS

http://stackoverflow.com/questions/3850569/render-to-floating-point-texture-under-ios

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 GL_TEXTURE_2D 0 GL_LUMINANCE.. GL_NEAREST glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MAG_FILTER GL_NEAREST assert GL_NO_ERROR glGetError this passes GLuint fboHandle glGenFramebuffers 1 fboHandle glBindFramebuffer GL_FRAMEBUFFER fboHandle glFramebufferTexture2D GL_FRAMEBUFFER..

OpenGL ES (IPhone) alpha blending looks weird

http://stackoverflow.com/questions/4012035/opengl-es-iphone-alpha-blending-looks-weird

path UIImage image UIImage alloc initWithData texData if image nil NSLog @ ERROR LOADING TEXTURE IMAGE GLuint width CGImageGetWidth image.CGImage GLuint height CGImageGetHeight image.CGImage CGColorSpaceRef colorSpace CGColorSpaceCreateDeviceRGB.. alloc initWithData texData if image nil NSLog @ ERROR LOADING TEXTURE IMAGE GLuint width CGImageGetWidth image.CGImage GLuint height CGImageGetHeight image.CGImage CGColorSpaceRef colorSpace CGColorSpaceCreateDeviceRGB void imageData malloc height..

How can I crop an Image with mask and combine it with another image (background) on iPhone? (OpenGL ES 1.1 is preferred)

http://stackoverflow.com/questions/5299452/how-can-i-crop-an-image-with-mask-and-combine-it-with-another-image-background

renderMask call is where the most interesting part is. renderTextures draws the sample textures in the top row. static GLuint color_texture static GLuint mask_texture static GLuint background_texture static float window_size 2 void renderMask float.. most interesting part is. renderTextures draws the sample textures in the top row. static GLuint color_texture static GLuint mask_texture static GLuint background_texture static float window_size 2 void renderMask float texture_x 0 texture_y 0 float.. renderTextures draws the sample textures in the top row. static GLuint color_texture static GLuint mask_texture static GLuint background_texture static float window_size 2 void renderMask float texture_x 0 texture_y 0 float x 0 y 0 glBindTexture..

GLImageProcessing Multiple Filters?

http://stackoverflow.com/questions/6425861/glimageprocessing-multiple-filters

Here is the code that I am doing now in drawGL of Imaging.c Any help void drawGL int wide int high float val int mode GLuint ResultFBO GLuint ResultTexture static int prevmode 1 typedef void procfunc V2fT2f float typedef struct procfunc func procfunc.. that I am doing now in drawGL of Imaging.c Any help void drawGL int wide int high float val int mode GLuint ResultFBO GLuint ResultTexture static int prevmode 1 typedef void procfunc V2fT2f float typedef struct procfunc func procfunc degen Filter.. iphone opengl es filter share improve this question You can extend this scheme by alternating between two buffers GLuint stageTextures 2 glGenTextures 2 stageTextures glBindTexture GL_TEXTURE_2D stageTexture 0 glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MAG_FILTER..

Record the drawing as a m4v video file - OpenGL

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

Code PaintingView.h EAGLContext context OpenGL names for the renderbuffer and framebuffers used to render to this view GLuint viewRenderbuffer viewFramebuffer OpenGL name for the depth buffer that is attached to viewFramebuffer if it exists 0 if.. OpenGL name for the depth buffer that is attached to viewFramebuffer if it exists 0 if it does not exist GLuint depthRenderbuffer GLuint brushTexture CGPoint location CGPoint previousLocation PaintingView.m Handles the start of a touch.. for the depth buffer that is attached to viewFramebuffer if it exists 0 if it does not exist GLuint depthRenderbuffer GLuint brushTexture CGPoint location CGPoint previousLocation PaintingView.m Handles the start of a touch void touchesBegan NSSet..