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2014/10/15 ¤U¤È 10:13:17

iphone Programming Glossary: renderer

OpenGL ES 2d rendering into image

http://stackoverflow.com/questions/10455329/opengl-es-2d-rendering-into-image

ES 2d rendering into image I need to write OpenGL ES 2 dimensional renderer on iOS. It should draw some primitives such as lines and polygons into 2d image it will be rendering of vector map . Which..

Hardware accelerated h.264 decoding to texture, overlay or similar in iOS

http://stackoverflow.com/questions/10646657/hardware-accelerated-h-264-decoding-to-texture-overlay-or-similar-in-ios

quad then use other sprites to draw the rest of the objects or maybe writing an intermediate filter just before the renderer so I can manipulate the individual output frames and draw my stuff or maybe drawing to a 2D layer on top of the video. It..

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

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 and Tiler in that architecture. If it helps in any way..

Advice on speeding up OpenGL ES 1.1 on the iPhone

http://stackoverflow.com/questions/1844765/advice-on-speeding-up-opengl-es-1-1-on-the-iphone

improve this question With a tiler utilization still above 90 you ™re likely still vertex throughput bound. Your renderer utilization is higher because the GPU is rendering more frames. If your primary focus is improving performance on older..

fastest way to draw a screen buffer on the iphone

http://stackoverflow.com/questions/2395650/fastest-way-to-draw-a-screen-buffer-on-the-iphone

way to draw a screen buffer on the iphone I have a software renderer that I am porting from PC to the iPhone. what is the fastest way to manually update the screen with a buffer of pixels on.. leaving in all my software rendering GUI code and the rendering of the now non updating texture resulted in 60fps 30 renderer usage and no notable spikes from the cpu. note that GetBuffer simply returns a pointer to the software backbuffer of the.. properly sized and formatted for the texture so I am fairly certain the slowdown has nothing to do with the software renderer which is the good news it looks like if I can find a way to update the screen at 60 software rendering should work for the..

optimizing iPhone OpenGL ES fill rate

http://stackoverflow.com/questions/2785640/optimizing-iphone-opengl-es-fill-rate

the number of images drawn framerates go from ~20 to ~40 though the performance tool results stay about the same renderer still maxed . I think I'm being limited by the fill rate of the iPhone 3G but I'm not sure. My questions are How can I determine..

Marrying Core Animation with OpenGL ES

http://stackoverflow.com/questions/4500708/marrying-core-animation-with-opengl-es

a property sceneCenterPoint in it whose value should be animated. My layer also holds a reference to the OpenGL renderer #import UIKit UIKit.h #import QuartzCore QuartzCore.h #import ES2Renderer.h @interface GLLayer CAEAGLLayer ES2Renderer renderer.. #import UIKit UIKit.h #import QuartzCore QuartzCore.h #import ES2Renderer.h @interface GLLayer CAEAGLLayer ES2Renderer renderer @property nonatomic retain ES2Renderer renderer @property nonatomic assign CGPoint sceneCenterPoint I then declare the property.. #import ES2Renderer.h @interface GLLayer CAEAGLLayer ES2Renderer renderer @property nonatomic retain ES2Renderer renderer @property nonatomic assign CGPoint sceneCenterPoint I then declare the property @dynamic to let CA create the accessors..

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

by shaders. This can make for better looking faster effects. For example I'm finishing an update to my molecular renderer using 2.0 shaders that will significantly increase resolution of the visualized structures. I'm doing this by using custom..

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

is set 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..

How to measure true FPS performance of OpenGL ES?

http://stackoverflow.com/questions/6586635/how-to-measure-true-fps-performance-of-opengl-es

of frameDuration in the above code. Be careful to time the entire frame rendering because the tile based deferred renderer in iOS and other mobile devices may hide the true cost of particular rendering operations by delaying them until just before..

How to render SVG images in iphone without uiwebview?

http://stackoverflow.com/questions/6610419/how-to-render-svg-images-in-iphone-without-uiwebview

iphone without using webview.How can i do that i have checked these 2 links http www.splashdust.net 2010 09 svgquartzrenderer a basic iphone sdk compatible svg renderer https github.com splashdust SVGQuartzRenderer but the above project on github.. that i have checked these 2 links http www.splashdust.net 2010 09 svgquartzrenderer a basic iphone sdk compatible svg renderer https github.com splashdust SVGQuartzRenderer but the above project on github shows 102 errors showing uikit framework missing..

NSString representation of fractions using unicode

http://stackoverflow.com/questions/6918516/nsstring-representation-of-fractions-using-unicode

should mean that I can create a string as follows NSString stringWithFormat @ i u2044 i numerator denominator And the renderer will automatically print it with a smaller superscriped numerator and subscripted denominator. However the above code just..

How to approach -hd files

http://stackoverflow.com/questions/10232539/how-to-approach-hd-files

GL_VENDOR Apple Computer Inc. 2012 04 19 17 14 29.228 ParallaxNodeTest 3713 10a03 cocos2d GL_RENDERER Apple Software Renderer 2012 04 19 17 14 29.229 ParallaxNodeTest 3713 10a03 cocos2d GL_VERSION OpenGL ES CM 1.1 APPLE 2012 04 19 17 14 29.229 ParallaxNodeTest..

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

the running device I'm seeing the statistic Tiler Utilization reaching nearly 100 when rendering my benchmark yet the Renderer Utilization is only getting to about 30 . This may be providing a clue as to what the bottleneck is in the display process.. 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 and Tiler in that architecture. If it helps in any way the BSD licensed source code to this application is available if.. triangles s to the console. iphone opengl es instruments share improve this question The Tiler Utilization and Renderer Utilization percentages measure the duty cycle of the vertex and fragment processing hardware respectively. On the MBX Tiler..

Advice on speeding up OpenGL ES 1.1 on the iPhone

http://stackoverflow.com/questions/1844765/advice-on-speeding-up-opengl-es-1-1-on-the-iphone

getting 30 FPS. Tiler Utilization is still around 90 but frequently drops down in the the 70 80 range. The Renderer Utilization is hovering around 50 . I suppose this might have something to do with scaling the texture coordinates from..

optimizing iPhone OpenGL ES fill rate

http://stackoverflow.com/questions/2785640/optimizing-iphone-opengl-es-fill-rate

the iPhone. My framerate is pretty sucky ~20fps. Using the Xcode OpenGL ES performance tool on an iPhone 3G it shows Renderer Utilization 95 to 99 Tiler Utilization ~27 I am drawing a lot of pretty large images with a lot of blending. If I reduce.. glTexCoordPointer. iphone performance optimization opengl es rendering share improve this question Given that the Renderer Utilization is basically at 100 that indicates that the bottleneck is filling texturing and blending pixels. Techniques..

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

between faces each faces vertices are unique but overlapping. My Device Utilization is 100 Tiler Utilization is 100 Renderer Utilization is 11 and resource bytes is 114819072. This is rendering 912 120 faces on a CAD model. Any suggestions iphone..

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

this. My depth fragment shader for spheres the most common display element looks to be at the heart of this bottleneck Renderer Utilization in Instruments is pegged at 99 indicating that I'm limited by fragment processing . It currently looks like..