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2014/10/15 ¤U¤È 10:12:50

iphone Programming Glossary: powervr

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

a good 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..

OpenGL ES 1.1 or 2.0 on iPhone

http://stackoverflow.com/questions/2274017/opengl-es-1-1-or-2-0-on-iphone

requires hardware support via an enhanced graphics processor . The first GPU to offer OpenGL ES 2.0 support was the PowerVR SGX535 which was introduced in the third generation of iOS devices in mid 2009. The first two generations of the iPhone.. in the third 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..

Fullscreen texture iPhone OpenGL ES

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

way to do this with OpenGL. Thanks iphone opengl es share improve 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..

PowerVR SGX535 Shader Performance (OpenGL ES 2.0)

http://stackoverflow.com/questions/3320661/powervr-sgx535-shader-performance-opengl-es-2-0

SGX535 Shader Performance OpenGL ES 2.0 I'm currently working on a couple of shaders for an iPad game and it seems as if.. from 30 to 24 but I really have no idea why this is happening. Does anyone have any references for the following what PowerVR instructions are generated from GLSL instructions what are the timings of the PowerVR instructions what sort of parallel.. for the following what PowerVR instructions are generated from GLSL instructions what are the timings of the PowerVR instructions what sort of parallel processing units are in the PowerVR535 and how can they be exploited Thanks Tristan ..

Can example “GLImageProcessing” work with multi filters

http://stackoverflow.com/questions/4375479/can-example-glimageprocessing-work-with-multi-filters

be possible 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..

Recommended practice environment for OpenGL ES 2.0?

http://stackoverflow.com/questions/5606411/recommended-practice-environment-for-opengl-es-2-0

lies. This can be a pretty quick environment to set up for playing with OpenGL ES 2.0 shaders. I've also tried out the PowerVR SDK package that trenki suggests and it is a little more involved to get something set up with that. If you're on Windows..

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

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 OpenGL ES 1.1 by efficiently implementing the 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 OpenGL ES 1.1 by efficiently implementing the fixed function pipeline using shaders. For rendering basic..

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

already 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.. Cut 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..

Transitioning from OpenGL ES 1.1 to OpenGL ES 2.0

http://stackoverflow.com/questions/5866256/transitioning-from-opengl-es-1-1-to-opengl-es-2-0

2.0 article which is a chapter in the book GPU Pro and can be found within the documentation that accompanies the free PowerVR SDK . I've explained what OpenGL ES 2.0 can be good for in my previous answers here and here but perhaps it would be useful..

Oolong, SIO2 or commercial Game engine for 3D iPhone Games newbie?

http://stackoverflow.com/questions/601690/oolong-sio2-or-commercial-game-engine-for-3d-iphone-games-newbie

time Both include the Bullet physics engine. I lean towards Oolong because of its C source and optimisation for the PowerVR graphics. However the Lua interpreter and additional sound goodies in SIO2 are appealing. SIO2 also seems to have a good..

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

to GL_MIN_EXT . I know that a scene output in this manner isn't the fastest on a tile based deferred renderer like the PowerVR series in iOS devices but I can't think of a better way to do this. My depth fragment shader for spheres the most common.. a frame of a DNA spacefilling model using a passthrough shader for display 18 to 35 ms on iPhone 4 . According to the PowerVR PVRUniSCo compiler part of their SDK this shader uses 11 GPU cycles at best 16 cycles at worst. I'm aware that you're advised.. the 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..