Pro OpenGL ES for iOS
298 CHAPTER 9: Performance ’n’ Stuff^ The images that work best when compressed are those with color palettes that rely heavily ...
CHAPTER 9: Performance ’n’ Stuff (^299) A lot of the literature will recommend turning off ‘‘compile for thumb’’ in your build ...
300 CHAPTER 9: Performance ’n’ Stuff^ You start Instruments by using the Profile menu item or the build/run selection on the edi ...
CHAPTER 9: Performance ’n’ Stuff (^301) Figure 9-8. The main instruments screen at startup The following describes briefly what ...
302 CHAPTER 9: Performance ’n’ Stuff^ Record/Stop The Record/Stop button will start and end a recording session. When depressed, ...
CHAPTER 9: Performance ’n’ Stuff (^303) Figure 9-10. The inspector for the OpenGL analyzer The inspector will let you select wha ...
304 CHAPTER 9: Performance ’n’ Stuff^ #Lines Rendered: The number of line primitives rendered. #Platform Calls: The total in ...
CHAPTER 9: Performance ’n’ Stuff (^305) Figure 9-11. Picking data from the track pane Extended Detail This pane will display any ...
306 CHAPTER 9: Performance ’n’ Stuff^ Trace: Shows every OpenGL call made and supplies a call stack in the detail pane on the ...
10 Chapter OpenGL ES 2, Shaders, and... Her angel’s face, As the great eye of heaven shined bright, And made a sunshine in the s ...
308 CHAPTER 10: OpenGL ES 2, Shaders, and...^ replaced with the new iOS5 GLKit math libraries, so the learning curve is just a l ...
CHAPTER 10: OpenGL ES 2, Shaders, and... (^309) If this sounds like a lot of work for each fragment of each object in your scene ...
310 CHAPTER 10: OpenGL ES 2, Shaders, and...^ Values are passed to and from shaders in the following types: Uniforms, which ar ...
CHAPTER 10: OpenGL ES 2, Shaders, and... (^311) Back to the Spinning Cubes So, now let’s jump back to the original example of th ...
312 CHAPTER 10: OpenGL ES 2, Shaders, and...^ return YES; } When you get away from all of the error handling code, the process b ...
CHAPTER 10: OpenGL ES 2, Shaders, and... (^313) if (logLength > 0) { GLchar log = (GLchar )malloc(logLength); glGetProgramInf ...
314 CHAPTER 10: OpenGL ES 2, Shaders, and...^ Listing 10-4. Loading the Shaders and Resolving Parameters (BOOL)loadShaders { GL ...
CHAPTER 10: OpenGL ES 2, Shaders, and... (^315) if (_program) { glDeleteProgram(_program); _program = 0; } return NO; } uniforms ...
316 CHAPTER 10: OpenGL ES 2, Shaders, and...^ Besides binding the attributes to named entities in the shaders, you can also do ...
CHAPTER 10: OpenGL ES 2, Shaders, and... (^317) Here’s a closer look: Lines 1f declare the attributes that we specified in the ...
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