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2014/10/15 ¤U¤È 10:15:45

iphone Programming Glossary: vertex

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

I've tried converting my OpenGL ES data types from fixed to floating point per Apple's recommendation interleaving my vertex buffer objects and minimizing changes in drawing state but none of these changes have made a difference in rendering speed... 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 Utilization typically scales with the amount of vertex data.. vertex and fragment processing hardware respectively. On the MBX Tiler Utilization typically scales with the amount of vertex data being sent to the GPU in terms of both the number of vertices and the size of the attributes sent per vertex and Fragment..

OpenGL ES iPhone - drawing anti aliased lines

http://stackoverflow.com/questions/1813035/opengl-es-iphone-drawing-anti-aliased-lines

glColorPointer 4 GL_UNSIGNED_BYTE 0 colors glEnableClientState GL_COLOR_ARRAY points is a pointer to floats 2 per vertex glVertexPointer 2 GL_FLOAT 0 points glEnableClientState GL_VERTEX_ARRAY glDrawArrays GL_TRIANGLE_STRIP 0 points_count glDisableClientState..

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

using GL_FLOAT for my texture coordinates. I suppose I could knock those down to GL_SHORT and save four more bytes per vertex. Update 5 Converting my texture coordinates to GL_SHORT yielded another performance increase. I'm now consistently getting.. I pick iphone opengl es share 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.. If your primary focus is improving performance on older devices then the key is still to cut down on the amount of vertex data needed per triangle. There are two sides to this Reducing the amount of data per vertex Now that all of your vertex..

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

both So far I read Open GL ES 1.1 isnt really deprecated isn't it So what would speak for openGL ES 2.0 Programmable vertex fragmentshader Anything else I heard about performance decrease with alpha blending or so can that be true I assume openGL.. 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 you have to write your..

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

GPUs in the iOS devices are optimized for using indexed geometry as well. Try using a smaller data type for your vertex information. I found that I could use GLshort instead of GLfloat for my vertices and normals without losing much precision.. in rendering. Bin similarly colored vertices and render them as one group at a set color rather than supplying per vertex color information. The overhead from the few extra draw calls this requires will be vastly outweighed by the speedup you.. GPUs. There are other things you can do that will lead to smaller performance improvements like using interleaved vertex normal texture data in your VBOs aligning your data to 4 byte boundaries etc. but the ones above are what I've found to..

Undo drawing in Paint Application

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

drawErase CGPoint start toPoint CGPoint end static GLfloat eraseBuffer NULL static NSUInteger eraseMax 64 NSUInteger vertexCount 0 count i EAGLContext setCurrentContext context glBindFramebufferOES GL_FRAMEBUFFER_OES viewFramebuffer Convert locations.. to Pixels CGFloat scale 1.0 self.contentScaleFactor start.x scale start.y scale end.x scale end.y scale Allocate vertex array buffer if eraseBuffer NULL eraseBuffer malloc eraseMax 2 sizeof GLfloat Add points to the buffer so there are drawing.. count MAX ceilf sqrtf end.x start.x end.x start.x end.y start.y end.y start.y kBrushPixelStep 1 for i 0 i count i if vertexCount eraseMax eraseMax 2 eraseMax eraseBuffer realloc eraseBuffer eraseMax 2 sizeof GLfloat eraseBuffer 2 vertexCount 0..

Learning OpenGL ES 1.x

http://stackoverflow.com/questions/72288/learning-opengl-es-1-x

declared deprecated in OpenGL 3.0. GL ES 1.x is for pretty simple devices. What you have is a way to draw geometry vertex buffers manage textures and setup some fixed function state lighting texture combiners . That's pretty much all there is..

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

inputTextureBot 3 glUniform1f alphaTop alpha glEnable GL_BLEND glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA glVertexAttribPointer position 2 GL_FLOAT 0 0 imageVertices glVertexAttribPointer inputTextureCoordinate 2 GL_FLOAT 0 0 textureCoordinates.. GL_BLEND glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA glVertexAttribPointer position 2 GL_FLOAT 0 0 imageVertices glVertexAttribPointer inputTextureCoordinate 2 GL_FLOAT 0 0 textureCoordinates glClearColor 0.0 0.0 0.0 0.0 glClear GL_COLOR_BUFFER_BIT.. GL_TRIANGLE_STRIP 0 4 glBindRenderbuffer GL_RENDERBUFFER viewRenderbuffer context presentRenderbuffer GL_RENDERBUFFER Vertex shader... attribute vec4 position attribute vec4 inputTextureCoordinate varying vec2 textureCoordinate void main gl_Position..

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

goes something like this Repeat 35 times glPushMatrix glLoadIdentity glTranslate Repeat 7 times glBindTexture glVertexPointer glNormalPointer glTexCoordPointer glDrawArrays GL_TRIANGLES ... glPopMatrix My Vertex Normal and Texture Coords are.. 7 times glBindTexture glVertexPointer glNormalPointer glTexCoordPointer glDrawArrays GL_TRIANGLES ... glPopMatrix My Vertex Normal and Texture Coords are already interleaved. So what steps should I take to speed this up What step would you try.. Atlasing had no noticeable affect on the problem. Utilization ranges are still as noted above. Update 4 Converting my Vertex and Normal pointers to GL_SHORT seemed to improve FPS but the Tiler Utilization is still in the 90 range a lot of the time...

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

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

I'm trying to take my code to the next level. Following some best practices from Apple I'm trying to implement Vertex Array Objects around my Vertex Buffer Objects VBO . I setup my VBOs and VAOs like this void setupVBOs glBindBuffer GL_ARRAY_BUFFER.. to the next level. Following some best practices from Apple I'm trying to implement Vertex Array Objects around my Vertex Buffer Objects VBO . I setup my VBOs and VAOs like this void setupVBOs glBindBuffer GL_ARRAY_BUFFER 0 glBindBuffer GL_ELEMENT_ARRAY_BUFFER.. my VBOs and VAOs like this void setupVBOs glBindBuffer GL_ARRAY_BUFFER 0 glBindBuffer GL_ELEMENT_ARRAY_BUFFER 0 glBindVertexArrayOES 0 glGenVertexArraysOES 1 directArrayObject glBindVertexArrayOES directArrayObject GLuint texCoordBuffer glGenBuffers..