Search Results

Search found 57803 results on 2313 pages for 'comunicacion es es(at)oracle com'.

Page 86/2313 | < Previous Page | 82 83 84 85 86 87 88 89 90 91 92 93  | Next Page >

  • iPhone + OpenGL + Touches: FPS drop

    - by Anton
    Hey there, Recently I ran into a very strange issue: touching the screen of the iPhone and moving a finger around can eat up to 50% of my FPS. Yeah, I checked my code for possible bottlenecks – not the issue. The last resort I tried before writing this post – commenting out all the touch processing code and looking at FPS then. Results are: no touches – 58-60. Touching and moving the finger – 35-40 FPS instantly. The rendering is done in a separate thread, so that no main runloop events shall collide with it. However, it's very crushial for me (and the game I develop) to resolve this issue, because such FPS drop is really noticeable. Thank you for your help in advance. UPDATE: seems that setting rendering thread's priority to higher value helps a bit...

    Read the article

  • Why don't I need to bind my vertex buffer object before calling glDrawArrays?

    - by valmo
    I'm a bit confused why this still renders. I thought you need to bind a vertex buffer object so that glDrawArrays knows which vertex buffer to use. Here is my initialisation code.. // Create and bind vertex array to store vertex attribute states. glGenVertexArraysOES(NUM_VERTEX_ARRAYS, &m_vertexArray); glBindVertexArrayOES(m_vertexArray); // Create and bind vertex buffer to store vertex data. glGenBuffers(NUM_VERTEX_BUFFERS, &m_vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * 36, &m_vertices[0], GL_STATIC_DRAW); glEnableVertexAttribArray(VertexAttribPosition); glVertexAttribPointer(VertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0)); glEnableVertexAttribArray(VertexAttribNormal); glVertexAttribPointer(VertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12)); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArrayOES(0); Here is my render code. I'm confused why glDrawArrays still works when I bind 0 to GL_ARRAY_BUFFER. glBindVertexArrayOES(m_vertexArray); glBindBuffer(GL_ARRAY_BUFFER, 0); glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArrayOES(0);

    Read the article

  • How do you use glFrustrum in OpenGL ES1 on iPhone

    - by Paul
    So I am using Xcode 3.2.1 and am trying to make an iPhone OpenGL ES1 project. The default template for an opengl project is ok, but I have been trying to split the code up so not everything is done per frame on the drawView() call. I have a seperate setupRC method that sets the lighting, turns on depth test, turns on culling and sets the clear color. This is called on the init of the EAGLView and this works just fine. I have took the glViewport() and glFrustrum() calls and put them at the end of the resizeFromLayer() method in the ES1Renderer.m file. This gets hit when the app starts and when the app gets resized as it should. Now the problem is the frustrum's far seems to be messed up, as in all my objects get cut / clipped off. I tried adjusting the camera position and angle and it still all objects are cut / clipped. I increased the far from 1000.0f to 30000.0f and still get the same result. What is crazy is that if i call both the glViewport() and glFrustrum() calls in the drawView() every frame everything looks right. Nothing is clipped and looks like i want it. From everything I've been reading the frustrum and viewport calls only need to be called when the window / gets made and resizes, but If I don't call it every frame in my project it doesn't work. Any ideas? Thanks In Advance

    Read the article

  • Is it better to use GL_FIXED or GL_FLOAT on Android.

    - by Timmmm
    I would have assumed that GL_FIXED was faster, but the iPhone docs actually say to use GL_FLOAT because GL_FIXED has to be converted to GL_FLOAT. Is it the same on Android? I suppose it varies by phone, but what about recent popular ones (Nexus One, Droid/Milestone, etc.)? Bonus points: This appears to be completely undocumented (e.g. search google for GL_FIXED!) but where is the 'point' in GL_FIXED? I.e. how much is (GL_FIXED)1 worth?

    Read the article

  • Android OpenGL deltaTime Measure issue

    - by droidmachine
    I'm measuring deltaTime like that: deltaTime = (System.nanoTime()-startTime) / 1000000000.0f; startTime = System.nanoTime(); But I'm always getting different float values and because of that my game is stuttering.What can be the problem of that? 09-03 03:51:59.219: D/a(21807): 0.017184043 09-03 03:51:59.234: D/a(21807): 0.016405167 09-03 03:51:59.249: D/a(21807): 0.018071748 09-03 03:51:59.269: D/a(21807): 0.015293334 09-03 03:51:59.284: D/a(21807): 0.016080335 09-03 03:51:59.299: D/a(21807): 0.018669458 09-03 03:51:59.314: D/a(21807): 0.014720625 09-03 03:51:59.334: D/a(21807): 0.01605596 09-03 03:51:59.349: D/a(21807): 0.017086169

    Read the article

  • Making a grid on iPhone using Opengl

    - by TheGambler
    I'm trying to make a grid similar to what you would see in these geo games(geoDefense/geometry wars). I'm wanting to apply separate transformation matrixes to each to create different effects. So, it makes since to me that I need to draw each square separately to that I can apply a different transformation to each one. The problem I'm having is mapping these grids out or connecting the squares. The coordinate systems is still confusing to me. I know it would be easy just to create a huge triangle strip but I'm not able to figure out a way to apply separate transformations to each square( quad ) if I use triangle strips. So first question: Can you apply different transformations to quads if you use a triangle strip to draw a huge grid? If so, any tips suggestions on how to do so? If not, how does one usually connect textures without using triangle strips? Here is my coord setup: const GLfloat zNear = 0.01, zFar = 1000.0, fieldOfView = 45.0; GLfloat size; glEnable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0); CGRect rect = view.bounds; glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar); glViewport(0, 0, rect.size.width, rect.size.height); Here is my draw: - (void)drawView:(GLView*)view; { int loop; //glColor4f(1.0, 1.0, 1.0, 0.5); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //Grid Loop for( loop = 0; loop < kNumberSectionsInGrid; loop++ ) { //glLoadIdentity(); static Matrix3D shearMatrix; Matrix3DSetShear(shearMatrix, 0.2, 0.2); static Matrix3D finalMatrix; //Matrix3DMultiply(temp2Matrix, shearMatrix, finalMatrix); glLoadMatrixf(shearMatrix); glTranslatef(-1.0f,(float)loop,-3.0f); glScalef(0.1, 0.1, 0.0); Vertex3D vertices[] = { {-1.0, 1.0, 0.5}, { 1.0, 1.0, 0.5}, { -1.0, -1.0, 0.5}, { 1.0, -1.0, 0.5} }; static const Vector3D normals[] = { {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, }; GLfloat texCoords[] = { 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0 }; glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glBindTexture(GL_TEXTURE_2D, texture[0]); glVertexPointer(3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } } glMatrixMode(GL_MODELVIEW);

    Read the article

  • Texture repeats even with GL_CLAMP_TO_EDGE set [FIXED]

    - by Lliane
    Hi, i'm trying to put a translucing texture on a face which uses points 1 to 4 (don't mind the numbers) on the following screenshot Sadly as you can see the texture repeats herself in both dimensions, I tried to switch the TEXTURE_WRAP_S from REPEAT to CLAMP_to_EDGE but it doesn't change anything. Texture loading code is here : gl.glBindTexture(gl.GL_TEXTURE_2D, mTexture.get(4)); gl.glActiveTexture(4); gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR); gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA, shadowbmp.width, shadowbmp.height, 0, gl.GL_RGBA, gl.GL_UNSIGNED_SHORT_4_4_4_4, shadowbmp.buffer); Texture coordinates are the following : float shadow_bot_text[] = { 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f }; Thanks

    Read the article

  • Is there anything wrong with my texture loading method ?

    - by José Joel.
    I'm a noob in openGL and trying to learn as much as possible. I'm using this method to load my openGL textures, loading every .png as RGBA4444. I'm doing anything incorrect ? - (void)loadTexture:(NSString*)nombre { CGImageRef textureImage =[UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:nombre ofType:nil]].CGImage; if (textureImage == nil) { NSLog(@"Failed to load texture image"); return; } textureWidth = NextPowerOfTwo(CGImageGetWidth(textureImage)); textureHeight = NextPowerOfTwo(CGImageGetHeight(textureImage)); imageSizeX= CGImageGetWidth(textureImage); imageSizeY= CGImageGetHeight(textureImage); GLubyte *textureData = (GLubyte *)calloc(1,textureWidth * textureHeight * 4); // Por 4 pues cada pixel necesita 4 bytes, RGBA CGContextRef textureContext = CGBitmapContextCreate(textureData, textureWidth,textureHeight,8, textureWidth * 4,CGImageGetColorSpace(textureImage),kCGImageAlphaPremultipliedLast ); CGContextDrawImage(textureContext, CGRectMake(0.0, 0.0, (float)textureWidth, (float)textureHeight), textureImage); //Convert "RRRRRRRRRGGGGGGGGBBBBBBBBAAAAAAAA" to "RRRRGGGGBBBBAAAA" void *tempData = malloc(textureWidth * textureHeight * 2); unsigned int* inPixel32 = (unsigned int*)textureData; unsigned short* outPixel16 = (unsigned short*)tempData; for(int i = 0; i < textureWidth * textureHeight ; ++i, ++inPixel32) *outPixel16++ = ((((*inPixel32 >> 0) & 0xFF) >> 4) << 12) | // R ((((*inPixel32 >> 8) & 0xFF) >> 4) << 8) | // G ((((*inPixel32 >> 16) & 0xFF) >> 4) << 4) | // B ((((*inPixel32 >> 24) & 0xFF) >> 4) << 0); // A free(textureData); textureData = tempData; CGContextRelease(textureContext); glGenTextures(1, &textures[0]); glBindTexture(GL_TEXTURE_2D, textures[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureWidth, textureHeight, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4 , textureData); free(textureData); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } And this is my dealloc method: - (void)dealloc { glDeleteTextures(1,textures); [super dealloc]; }

    Read the article

  • Will this make the object thread-safe?

    - by sharptooth
    I have a native Visual C++ COM object and I need to make it completely thread-safe to be able to legally mark it as "free-threaded" in th system registry. Specifically I need to make sure that no more than one thread ever accesses any member variable of the object simultaneously. The catch is I'm almost sure that no sane consumer of my COM object will ever try to simultaneously use the object from more than one thread. So I want the solution as simple as possible as long as it meets the requirement above. Here's what I came up with. I add a mutex or critical section as a member variable of the object. Every COM-exposed method will acquire the mutex/section at the beginning and release before returning control. I understand that this solution doesn't provide fine-grained access and this might slow execution down, but since I suppose simultaneous access will not really occur I don't care of this. Will this solution suffice? Is there a simpler solution?

    Read the article

  • OpenGL 2D editor ?

    - by Fevos
    I want to draw different 2D objects in OpenGL for example a path/Road ,is there any program i could draw them using a GUI then transfer them to points so i could use them in my program ?

    Read the article

  • Passing a pointer to an array to glGenBuffers

    - by Josh Elsasser
    I'm currently passing an array to a function, then attempting to use glGenBuffers with the array that is passed to the function. I can't figure out a way to get glGenBuffers to work with the array that I've passed. I have a decent grasp of the basics of pointers, but this is beyond me. This is basically how the render code works. It's a bit more complex, (colours using the same array idea, also not working) but the basic idea is as follows: void drawFoo(const GLfloat *renderArray, GLuint verticeBuffer) { glBindBuffer(GL_ARRAY_BUFFER, verticeBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(verticeBuffer)*sizeof(GLfloat), verticeBuffer, GL_STATIC_DRAW); glVertexPointer(2, GL_FLOAT, 0, 0); glEnableClientState(GL_VERTEX_BUFFER); glDrawArrays(GL_TRIANGLE_FAN, 0, 45); glDisableClientState(GL_VERTEX_BUFFEr); } Thanks in advance for the help

    Read the article

  • aspectRatio = backingWidth / backingHeight ???

    - by carrots
    What am I doing wrong here, I can't get the result of this division: aspectRatio = backingWidth / backingHeight; I've thought I might try casting to (GLfloat) but that didn't do anything. As I step through the code I see that aspectRatio is 0 after the operation, while backingWidth is clearly 768 and backingHeight is 1029. Here are the types: GLfloat aspectRatio; and // The pixel dimensions of the CAEAGLLayer GLint backingWidth; GLint backingHeight; It must be something basic I'm doing wrong here..

    Read the article

  • How much market shares OpenGL2.0 in iPhone os hardwares(iPhone/iPot Touch)

    - by Eonil
    I'm planning making a game for AppStore, so I'm studying GLES. But, GLES 1.1 and 2.0 APIs are different about handling in some features.(and limitations) I have not enough time to consider both of them, I have to choosing one. 2.0 is clearly better in developer's view, but I'm worry about it's market share. I wish most users moved on newer SGX based hardware, but in fact, I don't know. Does anybody have information about location of those hardware ratio data in iPhone OS supported hardwares? (iPhone/iPod touch, per GPU) Please let me know.

    Read the article

  • Image is not load Texture value is -1

    - by Mitali
    hi i Want to know what is the reason image is not load but a white view is open.When i debug the texture vale and summary value is -1. My Code is: _textures[kTexture_Background] = [[Texture2D alloc] initWithImage: [UIImage imageNamed:@"backgroundimage.png"]]; Thanks

    Read the article

  • Using Color.rgb() doesnt work for full 0...255 range

    - by superflyninja
    I'm writing an android game using opengl. I'm using: colour = Color.rgb(theR,theG,theB); (all ints) to store the color of a rectangle. Then I parse out the RGB to render the rectangle: colorR = Color.red(color); colorG = Color.green(color); colorB = Color.blue(color); For example for color 53,130,255 this should result in a blue but on my app it results in a white. If i use 1,1,1 i get white. If i use 0,0,0 i get black. If i use 0,1,0 I get green etc. So it looks like any value over one is treated as 1 and so i am not getting the full 0...255 range. I tried using Color.argb and color = Color.parseColor(theColor) where the Color is a string. I'm using this in an opengles app. I have a class to display a rectangle of color. This definitely works fine as the correct size rectangle is rendered, just not a color using values above 1. I also use textures and everything displays fine. any ideas? thanks a million

    Read the article

  • Simple gradient issue with OpenGL on iphone simulator

    - by Paul
    i was following the tutorial from raywenderlich website, the gradient seems not to work perfectly, is it only because of the iphone simulator, or is it something else? I can't try myself with an iphone. Here is the image : And the code : -(CCSprite *)spriteWithColor:(ccColor4F)bgColor textureSize:(float)textureSize { // 1: Create new CCRenderTexture CCRenderTexture *rt = [CCRenderTexture renderTextureWithWidth:textureSize height:screenSize.height]; // 2: Call CCRenderTexture:begin [rt beginWithClear:bgColor.r g:bgColor.g b:bgColor.b a:bgColor.a]; // 3: Draw into the texture glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); float gradientAlpha = 0.5; CGPoint vertices[4]; ccColor4F colors[4]; int nVertices = 0; vertices[nVertices] = CGPointMake(0, 0); colors[nVertices++] = (ccColor4F){0, 0, 0, 0}; vertices[nVertices] = CGPointMake(textureSize, 0); colors[nVertices++] = (ccColor4F){0, 0, 0, gradientAlpha}; vertices[nVertices] = CGPointMake(0, screenSize.height); colors[nVertices++] = (ccColor4F){0, 0, 0, 0}; vertices[nVertices] = CGPointMake(textureSize, screenSize.height); colors[nVertices++] = (ccColor4F){0, 0, 0, gradientAlpha}; glVertexPointer(2, GL_FLOAT, 0, vertices); glColorPointer(4, GL_FLOAT, 0, colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)nVertices); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); // 4: Call CCRenderTexture:end [rt end]; // 5: Create a new Sprite from the texture return [CCSprite spriteWithTexture:rt.sprite.texture]; } Thanks

    Read the article

  • Complete Math Library for use in OpenGL ES 2.0 Game?

    - by Bunkai.Satori
    Are you aware of a complete (or almost complete) cross platform math library for use in OpenGL ES 2.0 games? The library should contain: Matrix2x2, Matrix 3x3, Matrix4x4 classes Quaternions Vector2, Vector3, Vector4 Classes Euler Angle Class Operations amongh the above mentioned classes, conversions, etc.. Standardly used math operations in 3D graphics (Dot Product, Cross Product, SLERP, etc...) Is there such Math API available either standalone or as a part of any package? Programming Language: Visual C++ but planned to be ported to OS X and Android OS.

    Read the article

< Previous Page | 82 83 84 85 86 87 88 89 90 91 92 93  | Next Page >