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2014/10/15 ¤U¤È 10:15:45

iphone Programming Glossary: vertices

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

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 Utilization generally increases with overdraw and texture sampling...

Objective-C check if subviews of rotated UIViews intersect?

http://stackoverflow.com/questions/15710853/objective-c-check-if-subviews-of-rotated-uiviews-intersect

CGPoint poly2 count int count2 tests if 2 convex polygons intersect. Both polygons are given as a CGPoint array of the vertices. BOOL view UIView view1 intersectsWith UIView view2 tests as described above if two arbitrary views intersect. Implementation..

OpenGL ES iPhone - drawing anti aliased lines

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

es line antialiasing share improve this question One can achieve the effect of anti aliasing very cheaply using vertices with opacity 0. Here's an image example to explain Comparison with AA You can read a paper about this here http research.microsoft.com..

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

extra texture coordinate. As an additional bonus you ™d be able to light your models per pixel. Reducing the number of vertices needed per triangle When drawing with indexed triangles you should make sure that your indices are sorted for maximum reuse...

Draw to offscreen renderbuffer in OpenGL ES (iPhone)

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

pointers after finishing drawing to textures glViewport 0 0 BWIDTH BHEIGHT glVertexPointer 2 GL_FLOAT 0 canvas canvas vertices glTexCoordPointer 2 GL_FLOAT 0 texels glBindTexture GL_TEXTURE_2D boundtexture bind to the texture which is the special..

Drawing app on iPad using OpenGL

http://stackoverflow.com/questions/4606680/drawing-app-on-ipad-using-opengl

remember the original link CGPoint drawBezier CGPoint origin CGPoint control CGPoint destination int segments CGPoint vertices segments 2 CGPoint midPoint glDisable GL_TEXTURE_2D float x y float t 0.0 for int i 0 i segments 2 i x pow 1 t 2 origin.x.. x pow 1 t 2 origin.x 2.0 1 t t control.x t t destination.x y pow 1 t 2 origin.y 2.0 1 t t control.y t t destination.y vertices i CGPointMake x y t 1.0 segments windowHeight is the height of you drawing canvas. midPoint CGPointMake x windowHeight y.. windowHeight is the height of you drawing canvas. midPoint CGPointMake x windowHeight y glVertexPointer 2 GL_FLOAT 0 vertices glDrawArrays GL_POINTS 0 segments 2 return midPoint That will draw based on three points. The control is the midpoint which..

Getting a Maya Model into the iPhone

http://stackoverflow.com/questions/4675475/getting-a-maya-model-into-the-iphone

viewer and manipulator for iPhone and iPad. Basically I just wrote my own file parser that would store the arrays of vertices then in my render loop I just render the arrays. It's fairly straight forward to do although binary files read in much faster.. open any file not just ones you process . There are a lot of examples around the internet as well. EDIT Just put your vertices into a close packed array vertexX vertexY vertexZ normalX normalY normalZ So that you have a one dimensional array of floats.. to render. glEnableClientState GL_VERTEX_ARRAY glEnableClientState GL_NORMAL_ARRAY glVertexPointer 3 GL_FLOAT sizeof vertices 0 6 vertices 0 glNormalPointer GL_FLOAT sizeof vertices 0 6 vertices 3 glColor4f R G B 1 range 0 1 glDrawArrays GL_TRIANGLES..

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

any further improvements I can make to increase rendering speed Will triangle strips make a big difference Currently vertices are not being shared between faces each faces vertices are unique but overlapping. My Device Utilization is 100 Tiler Utilization.. speed Will triangle strips make a big difference Currently vertices are not being shared between faces each faces vertices are unique but overlapping. My Device Utilization is 100 Tiler Utilization is 100 Renderer Utilization is 11 and resource.. If you're not 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..

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

but those tend to only require a few lines in a shader. For example using the model view matrix to adjust your vertices is as simple as placing a line like this in your vertex shader vec4 transformedPosition modelViewProjMatrix position Personally..

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

generated sphere and cylinder impostors drawn over rectangles instead of these same shapes built using lots of vertices. The downside to this approach is that the depth values for each fragment of these impostor objects needs to be calculated..

How many maximum triangles can be drawn on ipad using opengl es in 1 frame?

http://stackoverflow.com/questions/6175018/how-many-maximum-triangles-can-be-drawn-on-ipad-using-opengl-es-in-1-frame

that you'll run into on the iPad is in terms of memory size and how quickly you wish for this to render. The more vertices you send the more memory your application will use and the slower it will render. For example in my benchmarks I was able.. an iPad 1 using OpenGL ES 1.1 smooth shading a single light source geometry stored in vertex buffer objects VBOs and vertices represented by GLshorts in order to minimize total size. The iPad 2 is significantly faster than that especially when you..