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2014/10/15 ¤U¤È 10:09:55

iphone Programming Glossary: gpus

How do I set a background image for a grouped table view?

http://stackoverflow.com/questions/1370849/how-do-i-set-a-background-image-for-a-grouped-table-view

Are either the IPad or IPhone capable of OpenCL?

http://stackoverflow.com/questions/3258257/are-either-the-ipad-or-iphone-capable-of-opencl

improve this question OpenCL is not yet part of iOS. However the newer iPhones iPod touches and the iPad all have GPUs that support OpenGL ES 2.0. 2.0 lets you create your own programmable shaders to run on the GPU which would let you do high..

Is number recognition on iPhone possible in real-time?

http://stackoverflow.com/questions/4887313/is-number-recognition-on-iphone-possible-in-real-time

a minimal amount of stutter. For even better performance I believe that there's a lot of potential in the programmable GPUs on the newer iOS devices. In my benchmarks I saw a 14X 28X speedup when using the iPhone 4's GPU for simple image processing...

How can I do fast image processing from the iPhone camera?

http://stackoverflow.com/questions/5248497/how-can-i-do-fast-image-processing-from-the-iphone-camera

the display. If possible I encourage you to look to OpenGL ES to do your actual processing because of how well tuned GPUs are for this kind of work. If you need to maintain OpenGL ES 1.1 compatibility your processing options are much more limited..

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

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 well. Try using a smaller data type for your vertex information... out anything that reads the current state like all glGet calls because they really mess with the flow of the PowerVR GPUs. There are other things you can do that will lead to smaller performance improvements like using interleaved vertex normal..

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

impostors from simply stacking on one another yet still using some of the hardware optimizations within the PowerVR GPUs. In my benchmarks rendering the test model I used above yields times of 18 35 ms per frame as compared to the 35 68 ms I..