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so you have a call stack

Development Tales of iPhone App Masters pot

Development Tales of iPhone App Masters pot

Hệ điều hành

... lifting for loading and processing texture atlases In this case, you have a texture atlas file called particleAtlas.png and a texture metadata file called particleAtlas.xml The XML file contains the ... that your materials are available, or who knows what you might get You can call this over and over again (for instance, if you leave this scene and come back, this will get called again) because ... There is actually a pretty good chance in a particle system that you will have a few particles that are exactly the same, but I digress How you make each particle unique? As you may have guessed...
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game and graphics programming for ios and android with opengl es 2.0

game and graphics programming for ios and android with opengl es 2.0

Kỹ thuật lập trình

... provides you with an easy-to-use way to gain access to uniform variable(s) and vertex attributes that are automatically assigned by the GPU It also provides an easy-to-use callback mechanism that allows ... object (albeit a very simple object — but hey, that’s a start!) You were able to animate it onscreen using translation and rotation, and you have set up a basic look-at matrix to simulate a camera ... provides an init and exit function callback, which you can just plug your creation and destruction code into The template also provides you with an easy-to-use callback mechanism that acts as a universal...
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Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 docx

Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 docx

Kỹ thuật lập trình

... provides you with an easy-to-use way to gain access to uniform variable(s) and vertex attributes that are automatically assigned by the GPU It also provides an easy-to-use callback mechanism that allows ... an intermediate-level book that assumes you are familiar with linear algebra (matrices, vectors, and quaternions), you have a strong C/C++ programming background, you have at least touched base ... template provides an init and exit function callback, which you can just plug your creation and destruction code into The template also provides you with an easy-to-use callback mechanism that acts...
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Mobile 3D Graphics with OpenGL ES and M3G

Mobile 3D Graphics with OpenGL ES and M3G

Tài liệu khác

... non-sequential ways That is, a call to ArrayElement that precedes a change to array data may access the changed data, and a call that follows a change to array data may access original data Specifying ... EnableClientState( enum array ); void DisableClientState( enum array ); with array set to VERTEX ARRAY, NORMAL ARRAY, COLOR ARRAY, INDEX ARRAY, FOG COORD ARRAY, SECONDARY COLOR ARRAY, TEXTURE COORD ARRAY, ... ArrayElement, DrawArrays, DrawElements, DrawRangeElements, MultiDrawArrays, and MultiDrawElements operate as previously defined, except that data for enabled vertex, variant, and attrib arrays are...
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morgan kaufmann mobile 3d graphics with opengl es and m3g - morgan kaufmann

morgan kaufmann mobile 3d graphics with opengl es and m3g - morgan kaufmann

Tin học

... features such as animation and binary file formats, and in many cases also input handling and sound All the solutions were based on software rendering, so there was no need to standardize hardware ... available for all major 3D content creation tools, such as Lightwave, Blender, Maya, Softimage, and 3ds Max A stand-alone viewer is also available from Feeling Software Adobe uses COLLADA as an import ... Linux, and Windows Mobile, support the installation of third-party native applications Java is also featured on practically all smart phones, and both OpenGL ES and M3G are typically available...
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3D Graphics with OpenGL ES and M3G- P1 pps

3D Graphics with OpenGL ES and M3G- P1 pps

Thiết kế - Đồ họa - Flash

... products are often claimed as trademarks or registered trademarks In all instances in which Morgan Kaufmann Publishers is aware of a claim, the product names appear in initial capital or all capital ... 3D Graphics with OpenGL ES and M3G This page intentionally left blank Mobile 3D Graphics with OpenGL ES and M3G Kari Pulli Tomi Aarnio Ville Miettinen Kimmo Roimela Jani Vaarala AMSTERDAM • BOSTON ... OXFORD • PARIS • SAN DIEGO SAN FRANCISCO • SINGAPORE • SYDNEY • TOKYO Morgan Kaufmann is an imprint of Elsevier Acquisitions Editor Tiffany Gasbarrini Publishing Services Manager George Morrison Senior...
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3D Graphics with OpenGL ES and M3G- P2 pps

3D Graphics with OpenGL ES and M3G- P2 pps

Thiết kế - Đồ họa - Flash

... specification He was also the lead programmer of the Nokia M3G implementation Jani Vaarala, Graphics Architect at Nokia, was very active in the definition of OpenGL ES standard He also headed the team ... Kimmo Roimela, Senior Research Engineer at Nokia, also concentrated on the M3G standardization and implementation He was the main architect of the M3G’s animation model and an associate editor ... these graphics standards At the time he acted as the CTO of Hybrid Graphics, and later as a specialist of next-generation mobile graphics platforms at NVIDIA Nowadays, he is a private consultant...
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3D Graphics with OpenGL ES and M3G- P3 pps

3D Graphics with OpenGL ES and M3G- P3 pps

Thiết kế - Đồ họa - Flash

... features such as animation and binary file formats, and in many cases also input handling and sound All the solutions were based on software rendering, so there was no need to standardize hardware ... applications A key advantage for such applications is that there are few or no layers of abstraction between the running code and the hardware They also can have access to all device capabilities and ... spread among all companies that are participating in Java standardization, i.e., the Java Community Process, or JCP, and shipping Java-enabled products Even for a platform that does allow native...
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3D Graphics with OpenGL ES and M3G- P4 doc

3D Graphics with OpenGL ES and M3G- P4 doc

Thiết kế - Đồ họa - Flash

... special types of meshes that support skinning (e.g., for character animation), and morphing (e.g., for facial animation) There is also an associated standardized binary file format that has oneto-one ... functionality available to Java applications Additional features of M3G include extensive support for animation and binary content files Any property of any object can be keyframe-animated, and there are ... while also expanding the feature set CHAPTER SECTION 1.3 MOBILE GRAPHICS STANDARDS 21 and improving performance on the mass-market devices that not have programmable graphics hardware, or any graphics...
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3D Graphics with OpenGL ES and M3G- P5 pptx

3D Graphics with OpenGL ES and M3G- P5 pptx

Thiết kế - Đồ họa - Flash

... define shapes and locations, we need to have a frame of reference: a coordinate system, also known as a space A coordinate system has an origin and a set of axes The origin is a point (or equivalently, ... equivalently, a location), while the axes are directions As a mathematical construct, a coordinate system may have an arbitrary set of axes with arbitrary directions, but here we are only concerned about ... vector: a + b = ax + bx ay + by az + bz If you add a vector to a point, the result is a new point that has been displaced by the vector Vectors can also be multiplied by a scalar: sa = sax say saz...
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3D Graphics with OpenGL ES and M3G- P6 pot

3D Graphics with OpenGL ES and M3G- P6 pot

Thiết kế - Đồ họa - Flash

... Whereas translation and rotation are so- called rigid transformations, that is, they not change the shape or size of objects, scaling does change the size and potentially also shape The scaling matrix ... rotation of the other axes is counterclockwise Rotations around the main axes are easiest to write down By combining three main axis rotations, an arbitrary rotation around an arbitrary axis can ... irrelevant An alternative to Euler angles is to use quaternions [Sho85] that can be obtained from an arbitrary rotation axis and rotation angle Quaternions not suffer from gimbal lock, and since quaternions...
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3D Graphics with OpenGL ES and M3G- P7 ppsx

3D Graphics with OpenGL ES and M3G- P7 ppsx

Thiết kế - Đồ họa - Flash

... reality are equally large Parallel projection is useful when you want to place an object onto the display in 2D image coordinates rather than 3D world coordinates, or when you want to see axis-aligned ... buffers have only a finite accuracy (sometimes as low as 16 bits) As Figure 2.10 shows, the first 10% of the range between the near and far planes consumes over half of the transformed z accuracy You ... comparisons and eventual image display y 2z top left bottom right near far x shear scale F i g u r e 2.12: A general view frustum is defined by the near and far distances, and a window on the near plane...
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3D Graphics with OpenGL ES and M3G- P8 doc

3D Graphics with OpenGL ES and M3G- P8 doc

Thiết kế - Đồ họa - Flash

... an image-editing program, or one can take photos with a digital camera Applications of raster images include using them to draw a background, e.g., the faraway landscape and sky in a rally game, ... Points and lines are mathematically even simpler than triangles The problem is that a mathematical point does not have any extent, nor does a line have any width Instead of turning a point into a ... triangle has the same orientation and reflects a constant amount of light (assuming a small triangle, of the same material at every vertex, far away from the light source) When a smooth surface...
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3D Graphics with OpenGL ES and M3G- P9 pptx

3D Graphics with OpenGL ES and M3G- P9 pptx

Thiết kế - Đồ họa - Flash

... quadratic attenuation typically produces too harsh changes in illumination Also, most indoor lights are area lights, not point lights, and have a more complicated and softer attenuation behavior ... sources that are very far away or have a small surface area Accurate modeling of area light sources is much more expensive, but is sometimes done by discretizing the area source into a set of ... in a smaller triangle, or shave off just one vertex and yield a smaller quadrangle Thus each clip may grow the number of vertices by one, and clipping a triangle against six planes may lead up...
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3D Graphics with OpenGL ES and M3G- P10 docx

3D Graphics with OpenGL ES and M3G- P10 docx

Thiết kế - Đồ họa - Flash

... fragment color and alpha as Cf and Af , the texture source color and alpha as Cs and As , and the user-given constant color as Cc and Ac See Figure 3.15 for an example of using each mode The texture ... the fragment color and/or alpha RGBA and LA formats produce (Cs , As ), L and RGB formats give (Cs , Af ), and A format yields (Cf , As ) With the MODULATE function, the source data modulates ... modulates alpha and adds together the fragment and texture source colors RGBA and LA formats produce (Cf + Cs , Af As ), L and RGB formats give (Cf + Cs , Af ), and A format yields (Cf , Af As ) Multitexturing...
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3D Graphics with OpenGL ES and M3G- P11 potx

3D Graphics with OpenGL ES and M3G- P11 potx

Thiết kế - Đồ họa - Flash

... define an antialiasing algorithm In our graphics pipeline diagram (Figure 3.1), antialiasing relates to the “coverage generation” and “multisampling” boxes F i g u r e 3.21: A square grid cannot accurately ... color with the background color This edge antialiasing approach can an acceptable job when rendering line drawings, but it has several drawbacks Think about the case where two adjacent polygons ... values of the samples, on the other hand, are typically computed and stored separately The OpenGL specification leaves lots of room to different antialiasing approaches; some implementations may...
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3D Graphics with OpenGL ES and M3G- P12 pps

3D Graphics with OpenGL ES and M3G- P12 pps

Thiết kế - Đồ họa - Flash

... For example, in a shooter game, after you spray a wall with bullets, you may want to paint bullet marks on top of the wall You would try to align the patches with the wall, but want to guarantee ... For example, when drawing transparent, edge-antialiased lines, the alpha is less than one due to transparency, and may be further reduced by partial coverage of a pixel Blend equations and factors ... intensity, and some frame buffers save in memory costs by storing fewer than bits per channel Having too few bits available can lead to banding Let us say you calculate a color channel at bits where values...
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3D Graphics with OpenGL ES and M3G- P13 pot

3D Graphics with OpenGL ES and M3G- P13 pot

Thiết kế - Đồ họa - Flash

... property can then be evaluated at any time t by evaluating f (K, t); we can also say that we sample the animated value at different times t Using different functions f, we can vary the characteristics ... three imaginary components relate to an axis of rotation and the last, real, component relates to a rotation angle Each and every quaternion that we are interested in will always rest on a four-dimensional ... animation is much more space-efficient than storing the data for each frame A related benefit is that the keyframe rate need not be tied to the display rate; once you have your keyframe sequence, you...
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3D Graphics with OpenGL ES and M3G- P14 pptx

3D Graphics with OpenGL ES and M3G- P14 pptx

Thiết kế - Đồ họa - Flash

... animated object hierarchies and fancy materials out of 3ds Max or Maya and into your real-time application can be a big challenge The task is not made any easier if your runtime API cannot handle ... 4.7: Left: A skeletally animated, or skinned, character Each arrow ends in a joint, and each joint has a bone transformation, usually involving at least translation and rotation Right: A close-up ... optimizations, and it also requires additional memory bandwidth to transfer the data between application and graphics memory Therefore, there is almost always some performance reduction associated...
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3D Graphics with OpenGL ES and M3G- P15 pptx

3D Graphics with OpenGL ES and M3G- P15 pptx

Thiết kế - Đồ họa - Flash

... still has to deal with a broad and diverse range of devices The performance characteristics, available memory, potential display configurations, programming tool chains, Java stack implementations, ... concatenating the node transformations along the way into a × matrix Note that many of these paths will typically overlap, particularly the closer we get to the camera node, so it makes a lot ... a callback should ideally have access to global data about light sources, bounding boxes, modelview matrices, nearby objects, and so on, but to arrange the internal operations and data structures...
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