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2014/10/15 ¤U¤È 10:12:36

iphone Programming Glossary: pipeline

libraries to CAPTURE panorama in iOS 6

http://stackoverflow.com/questions/14062932/libraries-to-capture-panorama-in-ios-6

Stitcher class High level image stitcher. It ™s possible to use this class without being aware of the entire stitching pipeline. However to be able to achieve higher stitching stability and quality of the final images at least being familiar with the.. stitch InputArray images const std vector std vector Rect rois OutputArray pano You can dig into the stitching pipeline to optimise many details of the process but this should be enough to get you started. If you look in the samples cpp folder..

Development of iPhone application in linux [duplicate]

http://stackoverflow.com/questions/1492378/development-of-iphone-application-in-linux

to use Linux iphone objective c linux share improve this question You'll have to use Mac OSX if you want a sane pipeline. You're also going to need to pick up a book on iPhone development. You can run OSX in VMWare if you want by following the..

Disable touches on UIView background so that buttons on lower views are clickable

http://stackoverflow.com/questions/3427619/disable-touches-on-uiview-background-so-that-buttons-on-lower-views-are-clickabl

event and won't look elsewhere. Instead override pointInside withEvent which is called earlier in the event processing pipeline. It's how the system asks hey view does ANYONE in your hierarchy respond to an event at this point . If you say NO event..

Choose OpenGL ES 1.1 or OpenGL ES 2.0?

http://stackoverflow.com/questions/4784137/choose-opengl-es-1-1-or-opengl-es-2-0

to have support if you target that form factor. OpenGL ES 2.0 and 1.1 use different and fairly incompatible rendering pipelines. OpenGL ES 1.1 uses a fixed function pipeline where you feed in geometry and texture data set up lighting etc. states and.. OpenGL ES 2.0 and 1.1 use different and fairly incompatible rendering pipelines. OpenGL ES 1.1 uses a fixed function pipeline where you feed in geometry and texture data set up lighting etc. states and let OpenGL handle the rest for you. OpenGL ES.. data set up lighting etc. states and let OpenGL handle the rest for you. OpenGL ES 2.0 is based around a programmable pipeline where you supply vertex and fragment shaders to handle the specifics of how your content is rendered to the screen. Because..

How to apply “filters” to AVCaptureVideoPreviewLayer

http://stackoverflow.com/questions/5156872/how-to-apply-filters-to-avcapturevideopreviewlayer

because you can pull off many more kinds of effect using shaders than you can with the fixed function OpenGL ES 1.1 pipeline. Edit 2 13 2012 As an update on the above I've now created an open source framework called GPUImage that encapsulates this..

OpenGL-ES 2.0 VS OpenGL-ES 1.1, which is faster?

http://stackoverflow.com/questions/5682010/opengl-es-2-0-vs-opengl-es-1-1-which-is-faster

to see identical performance using both if you create 2.0 shaders that just simulate OpenGL ES 1.1's fixed function pipeline. This is backed by Apple's documentation on the PowerVR SGX which says The graphics driver for the PowerVR SGX also implements.. The graphics driver for the PowerVR SGX also implements OpenGL ES 1.1 by efficiently implementing the fixed function pipeline using shaders. For rendering basic flat colored triangles I'd suggest going with OpenGL ES 1.1 simply because you'll need..

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

my larger models. You're already using VBOs so you've taken advantage of that optimization. Don't halt the rendering pipeline at any point. Cut out anything that reads the current state like all glGet calls because they really mess with the flow..

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

have led to a doubling of the rendering speed for the both the depth texture generation and the overall rendering pipeline in the application. First I re enabled the precalculated sphere depth and lighting texture that I'd used before with little..

What exactly does delegate do in xcode ios project?

http://stackoverflow.com/questions/7215698/what-exactly-does-delegate-do-in-xcode-ios-project

or control wants to abstract out the details on how to do work like retrieve data . Allow others to hook code into a pipeline. Examples UITableView a table view is just a control that knows how to render a list of cells. It handles all the heavy.. they're done typing Well the text control offers a delegate with methods that allow you to hook into the execution pipeline of the text control. It allows the text control to do everything for you and allows you to interject code where you need..

AVPlayerItem fails with AVStatusFailed and error code “Cannot Decode”

http://stackoverflow.com/questions/8608570/avplayeritem-fails-with-avstatusfailed-and-error-code-cannot-decode

of AVPlayer or AVPlayerItem. Rather it is the association of AVPlayerItem with an AVPlayer which creates a render pipeline and you are limited to 4 of these. For example this causes a new render pipeline AVPlayer player AVPlayer playerWithPlayerItem.. an AVPlayer which creates a render pipeline and you are limited to 4 of these. For example this causes a new render pipeline AVPlayer player AVPlayer playerWithPlayerItem somePlayerItem assuming the AVPlayerItem is ready to go with an AVAsset that.. is ready to go with an AVAsset that has been loaded I was also warned that you cannot assume that you will have 4 pipelines available to you. Another App may be using one or more. Indeed I have seen this happen on an iPad but it was not clear..

How can I use a 3-D texture in iOS?

http://stackoverflow.com/questions/9241583/how-can-i-use-a-3-d-texture-in-ios

texture read being dependent ie the GPU can't predict the accesses outside of the fragment shader causing significant pipeline difficulties . But that's to be weighed against whatever costs you would have to expend to use something other than 3d texture..

Faster alternative to glReadPixels in iPhone OpenGL ES 2.0

http://stackoverflow.com/questions/9550297/faster-alternative-to-glreadpixels-in-iphone-opengl-es-2-0

and the bottleneck has moved from the pixel reading to the OpenGL ES processing and actual movie encoding parts of the pipeline. On an iPhone 4S this allows you to write 1080p video at a full 30 FPS. My implementation can be found within the GPUImageMovieWriter..

Draw a straight line using OpenGL ES in iPhone?

http://stackoverflow.com/questions/9736887/draw-a-straight-line-using-opengl-es-in-iphone

to the data being copied GL_STATIC_DRAW the usage pattern of the data Enable vertex data to be fed down the graphics pipeline to be drawn glEnableVertexAttribArray GLKVertexAttribPosition Specify how the GPU looks up the data glVertexAttribPointer..

How can you apply distortions to a UIImage using OpenGL ES?

http://stackoverflow.com/questions/9886843/how-can-you-apply-distortions-to-a-uiimage-using-opengl-es

ES to filter it and return a filtered UIImage for you to work with. You can use a GPUImagePicture and a custom filter pipeline if you'd like to perform more advanced chained effects or you can use a different input source for filtering live camera..