¡@

Home 

2014/10/15 ¤U¤È 10:11:24

iphone Programming Glossary: mipmaps

Fragment Shader - Average Luminosity

http://stackoverflow.com/questions/12168072/fragment-shader-average-luminosity

had to do this myself for input images and video frames that I had as OpenGL ES textures. I didn't go with generating mipmaps for these due to the fact that I was working with non power of two textures and you can't generate mipmaps for NPOT textures.. generating mipmaps for these due to the fact that I was working with non power of two textures and you can't generate mipmaps for NPOT textures in OpenGL ES 2.0 on iOS. Instead I did a multistage reduction similar to mipmap generation but with some.. the size of the image by a factor of four in both width and height rather than the normal factor of two used for mipmaps. I did this by sampling from four texture locations that were in the middle of the four squares of four pixels each that..

OpenGL ES; rendering texture created from CGBitmapContext

http://stackoverflow.com/questions/2713890/opengl-es-rendering-texture-created-from-cgbitmapcontext

Fullscreen texture iPhone OpenGL ES

http://stackoverflow.com/questions/3014352/fullscreen-texture-iphone-opengl-es

this question NPOT textures are supported on PowerVR SGX hardware but have restrictions. NPOT textures cannot use mipmaps must be 2D no cube maps or 3D textures and must use the GL_CLAMP_TO_EDGE for texture wrapping in both dimensions this is..