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2014/10/15 ¤U¤È 10:12:51

iphone Programming Glossary: presentrenderbuffer

Drawing into OpenGL ES framebuffer and getting UIImage from it on iPhone

http://stackoverflow.com/questions/10936157/drawing-into-opengl-es-framebuffer-and-getting-uiimage-from-it-on-iphone

GL_FLOAT 0 line glColor4f 1.0 0.0 0.0 1.0 glLineWidth 10 glDrawArrays GL_LINES 0 2 draw line with two points myContext presentRenderbuffer GL_RENDERBUFFER_OES and this then I grab image from _frameBuffer and return it as UIImage this part is working NSInteger..

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

GL_COLOR_BUFFER_BIT glDrawArrays GL_TRIANGLE_STRIP 0 4 glBindRenderbuffer GL_RENDERBUFFER viewRenderbuffer context presentRenderbuffer GL_RENDERBUFFER Vertex shader... attribute vec4 position attribute vec4 inputTextureCoordinate varying vec2 textureCoordinate..

How to use OpenGL ES on a separate thread on iphone?

http://stackoverflow.com/questions/1253145/how-to-use-opengl-es-on-a-separate-thread-on-iphone

loop is placed on a separate thread in my iphone application. Everything goes fine except that the EAGLContext's presentRenderbuffer method fails. The result is a blank white screen. When the same code is run on the main thread presentRenderbuffer succeeds.. presentRenderbuffer method fails. The result is a blank white screen. When the same code is run on the main thread presentRenderbuffer succeeds and the graphics is properly shown. What is the correct way of doing OpenGL on a separate thread iphone multithreading..

How make a game loop on the iPhone without using NSTimer

http://stackoverflow.com/questions/1351234/how-make-a-game-loop-on-the-iphone-without-using-nstimer

GL_FRAMEBUFFER_OES viewFramebuffer mFooModel render glBindRenderbufferOES GL_RENDERBUFFER_OES viewRenderbuffer context presentRenderbuffer GL_RENDERBUFFER_OES When using this technique mFooModel renders fine but I instead want to make my own game loop that calls..

iOS 6 Maps occasional Crash

http://stackoverflow.com/questions/13514296/ios-6-maps-occasional-crash

œstale frames after a call to presentRenderBuffer. This symptom can occur when an OpenGL ES application calls the EAGL presentRenderbuffer method without first drawing anything. What is seen on screen may contain uninitialized pixels or previously rendered frames... previously rendered frames. To correct this issue you should always draw something to your framebuffer before calling presentRenderbuffer. Also note that unless you set the RetainedBackbuffer property on your CAEAGLLayer to enable retained backbuffer mode the..

Draw to offscreen renderbuffer in OpenGL ES (iPhone)

http://stackoverflow.com/questions/1853551/draw-to-offscreen-renderbuffer-in-opengl-es-iphone

0 4 glDisableClientState GL_VERTEX_ARRAY glBindRenderbufferOES GL_RENDERBUFFER_OES offscreenRenderbuffer context presentRenderbuffer GL_RENDERBUFFER_OES Doing it this way nothing is displayed on the screen. However if I switch out the references to offscreen...Buffer..

OpenGL ES Simple Undo Last Drawing

http://stackoverflow.com/questions/2708055/opengl-es-simple-undo-last-drawing

0 vertexBuffer glDrawArrays GL_POINTS 0 vertexCount glBindRenderbufferOES GL_RENDERBUFFER_OES viewRenderbuffer context presentRenderbuffer GL_RENDERBUFFER_OES How do I simple undo this last action There has to be a way to save previous state or an built in OpenGL..

Use of VAO around VBO in Open ES iPhone app Causes EXC_BAD_ACCESS When Call to glDrawElements

http://stackoverflow.com/questions/6240863/use-of-vao-around-vbo-in-open-es-iphone-app-causes-exc-bad-access-when-call-to-g

GL_TRIANGLES sizeof Indices sizeof Indices 0 GL_UNSIGNED_BYTE 0 glBindVertexArrayOES 0 BOOL success context presentRenderbuffer GL_RENDERBUFFER if success NSLog @ present failed The call to glDrawArrays works and it fills my texture however the call..

OpenGL ES: Undo in a Pixel Painting App

http://stackoverflow.com/questions/6281789/opengl-es-undo-in-a-pixel-painting-app

glDrawArrays GL_POINTS 0 count display buffer glBindRenderbufferOES GL_RENDERBUFFER_OES viewRenderbuffer context presentRenderbuffer GL_RENDERBUFFER_OES other solution You can grab an image from OpenGL ES context everytime you draw something and save in..

Changing pen width according writing speed

http://stackoverflow.com/questions/6490057/changing-pen-width-according-writing-speed

0 vertexBuffer glDrawArrays GL_POINTS 0 vertexCount glBindRenderbufferOES GL_RENDERBUFFER_OES viewRenderbuffer context presentRenderbuffer GL_RENDERBUFFER_OES But I receive this result with many dots in the middle of the stroke. Do you have any ideas with this..

iOS CVImageBuffer distorted from AVCaptureSessionDataOutput with AVCaptureSessionPresetPhoto

http://stackoverflow.com/questions/6540710/ios-cvimagebuffer-distorted-from-avcapturesessiondataoutput-with-avcapturesessio

4 GL_UNSIGNED_SHORT BUFFER_OFFSET 0 glBindBuffer GL_ARRAY_BUFFER 0 glBindBuffer GL_ELEMENT_ARRAY_BUFFER 0 self context presentRenderbuffer GL_RENDERBUFFER glDeleteTextures 1 videoFrameTexture_ CVPixelBufferUnlockBaseAddress cameraFrame 0 This all works and leads..

Undo drawing in Paint Application

http://stackoverflow.com/questions/6689600/undo-drawing-in-paint-application

GL_POINTS 0 vertexCount Display the buffer glBindRenderbufferOES GL_RENDERBUFFER_OES viewRenderbuffer context presentRenderbuffer GL_RENDERBUFFER_OES at last restore the mixed mode glBlendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA This code is not efficient..

Save OpenGL Drawn item as a Image

http://stackoverflow.com/questions/9660723/save-opengl-drawn-item-as-a-image

GL_POINTS 0 vertexCount Display the buffer glBindRenderbufferOES GL_RENDERBUFFER_OES viewRenderbuffer context presentRenderbuffer GL_RENDERBUFFER_OES Erases the screen void erase EAGLContext setCurrentContext context Clear the buffer glBindFramebufferOES.. 0.0 glClear GL_COLOR_BUFFER_BIT Display the buffer glBindRenderbufferOES GL_RENDERBUFFER_OES viewRenderbuffer context presentRenderbuffer GL_RENDERBUFFER_OES The GL view is stored in the nib file. When it's unarchived it's sent initWithCoder id initWithCoder.. self.layer eaglLayer.opaque YES In this application we want to retain the EAGLDrawable contents after a call to presentRenderbuffer. eaglLayer.drawableProperties NSDictionary dictionaryWithObjectsAndKeys NSNumber numberWithBool YES kEAGLDrawablePropertyRetainedBacking..

Record the drawing as a m4v video file - OpenGL

http://stackoverflow.com/questions/9661259/record-the-drawing-as-a-m4v-video-file-opengl

GL_POINTS 0 vertexCount Display the buffer glBindRenderbufferOES GL_RENDERBUFFER_OES viewRenderbuffer context presentRenderbuffer GL_RENDERBUFFER_OES Erases the screen void erase EAGLContext setCurrentContext context Clear the buffer glBindFramebufferOES.. 0.0 glClear GL_COLOR_BUFFER_BIT Display the buffer glBindRenderbufferOES GL_RENDERBUFFER_OES viewRenderbuffer context presentRenderbuffer GL_RENDERBUFFER_OES The GL view is stored in the nib file. When it's unarchived it's sent initWithCoder id initWithCoder.. self.layer eaglLayer.opaque YES In this application we want to retain the EAGLDrawable contents after a call to presentRenderbuffer. eaglLayer.drawableProperties NSDictionary dictionaryWithObjectsAndKeys NSNumber numberWithBool YES kEAGLDrawablePropertyRetainedBacking..