iphone Programming Glossary: mbx
What does the Tiler Utilization statistic mean in the iPhone OpenGL ES instrument? http://stackoverflow.com/questions/1287811/what-does-the-tiler-utilization-statistic-mean-in-the-iphone-opengl-es-instrumen description of what this and the other statistics in the iPhone OpenGL ES instrument stand for I know that the PowerVR MBX Lite in the iPhone 3G is a tile based deferred renderer but I'm not sure what the difference would be between the Renderer.. Utilization percentages measure the duty cycle of the vertex and fragment processing hardware respectively. On the MBX Tiler Utilization typically scales with the amount of vertex data being sent to the GPU in terms of both the number of vertices.. in vertex throughput will outweigh the extra per draw call CPU overhead. Note that it ™s generally beneficial on MBX and elsewhere to ensure that each vertex attribute begins on a 32 bit boundary which implies that you should pad your positions..
OpenGL ES 1.1 or 2.0 on iPhone http://stackoverflow.com/questions/2274017/opengl-es-1-1-or-2-0-on-iphone generation of iOS devices in mid 2009. The first two generations of the iPhone and iPod touch contain the PowerVR MBX GPU which supports only OpenGL ES 1.1. As this is hardware limitation an OS upgrade will likely never add OpenGL ES 2.0..
Fullscreen texture iPhone OpenGL ES http://stackoverflow.com/questions/3014352/fullscreen-texture-iphone-opengl-es bool npot strstr extensions GL_APPLE_texture_2D_limited_npot 0 Since this is only present on the SGX and not the MBX be aware that relying on NPOT texture support will limit you to the newer SGX devices. Of course relying on ES 2.0 will..
Render contents of UIView as an OpenGL texture http://stackoverflow.com/questions/4118778/render-contents-of-uiview-as-an-opengl-texture on SGX hardware ie iPhone 3GS onwards the iPad and all but the 8gb third generation iPod Touch onwards but not on MBX. The easiest way to deal with non power of two textures here is probably to create a large enough power of two texture and..
Can example “GLImageProcessing” work with multi filters http://stackoverflow.com/questions/4375479/can-example-glimageprocessing-work-with-multi-filters to find a solution to this problem that would do the trick in one pass. Unfortunately the first iPhone's PowerVR MBX GPU only features 2 texture units the minimum required by the OpenGL ES 1.1 standard which would not be enough to apply..
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