¡@

Home 

2014/10/15 ¤U¤È 10:11:11

iphone Programming Glossary: lowp

OpenGL ES 2.0 texture distortion on large geometry GL_REPEAT

http://stackoverflow.com/questions/11370074/opengl-es-2-0-texture-distortion-on-large-geometry-gl-repeat

not work precision highp sampler2D highp float highp int in the fragment or the vertex shader didn't change anything lowp mediump did not work either I'm thinking this problem has to have been solved at one point Seeing that OpenGL ES 2.0 based..

How do I blend two textures with different co-ordinates in OpenGL ES 2.0 on iPhone?

http://stackoverflow.com/questions/12242443/how-do-i-blend-two-textures-with-different-co-ordinates-in-opengl-es-2-0-on-ipho

uniform sampler2D inputTextureTop uniform sampler2D inputTextureBot uniform highp float alphaTop void main lowp vec4 pixelTop texture2D inputTextureTop textureCoordinate lowp vec4 pixelBot texture2D inputTextureBot textureCoordinate.. inputTextureBot uniform highp float alphaTop void main lowp vec4 pixelTop texture2D inputTextureTop textureCoordinate lowp vec4 pixelBot texture2D inputTextureBot textureCoordinate gl_FragColor someBlendOperation pixelTop pixelBot iphone ios.. uniform sampler2D inputTextureTop uniform sampler2D inputTextureBot uniform highp float alphaTop void main lowp vec4 pixelTop texture2D inputTextureTop textureCoordinate lowp vec4 pixelBot texture2D inputTextureBot textureCoordinate2..

How do I modify a GPUImageGaussianSelectiveBlurFilter to operate over a rectangle instead of a circle?

http://stackoverflow.com/questions/12257429/how-do-i-modify-a-gpuimagegaussianselectiveblurfilter-to-operate-over-a-rectangl

varying highp vec2 textureCoordinate2 uniform sampler2D inputImageTexture uniform sampler2D inputImageTexture2 uniform lowp float excludeCircleRadius uniform lowp vec2 excludeCirclePoint uniform lowp float excludeBlurSize uniform highp float aspectRatio.. sampler2D inputImageTexture uniform sampler2D inputImageTexture2 uniform lowp float excludeCircleRadius uniform lowp vec2 excludeCirclePoint uniform lowp float excludeBlurSize uniform highp float aspectRatio void main lowp vec4 sharpImageColor.. sampler2D inputImageTexture2 uniform lowp float excludeCircleRadius uniform lowp vec2 excludeCirclePoint uniform lowp float excludeBlurSize uniform highp float aspectRatio void main lowp vec4 sharpImageColor texture2D inputImageTexture textureCoordinate..

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

the precalculated sphere depth and lighting texture that I'd used before with little effect only now I use proper lowp precision values when handling the colors and other values from that texture. This combination along with proper mipmapping.. float normalizedDepth varying mediump float adjustedSphereRadius varying mediump vec2 depthLookupCoordinate uniform lowp sampler2D sphereDepthMap const lowp vec3 stepValues vec3 2.0 1.0 0.0 void main lowp vec2 precalculatedDepthAndAlpha texture2D.. float adjustedSphereRadius varying mediump vec2 depthLookupCoordinate uniform lowp sampler2D sphereDepthMap const lowp vec3 stepValues vec3 2.0 1.0 0.0 void main lowp vec2 precalculatedDepthAndAlpha texture2D sphereDepthMap depthLookupCoordinate..