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you re writing that code

Development Tales of iPhone App Masters pot

Development Tales of iPhone App Masters pot

Hệ điều hành

... Particles can be any texture and are usually rendered as a textured quad (two triangles) Depending on the effect you are going for, your particle textures might be semitransparent like the simple ... { [self preload]; } return self; } That was a simple init method Basically, you just call preload, which is where you, well, preload all your particles and memory allocations: -(void)preload { ... then you simply give up You will have to wait until some particles die before you can emit any more If you find yourself getting into this clause quite a bit, then you need to increase your max...
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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

... fi nal result that you should reproduce by reading the tutorials in the book At any time while reading this book, if you feel that the instructions are not clear, or if you are unsure where to ... knowledge that you need to start creating some real games and 3D apps! Before you move on with the next chapter, I suggest that you go back over this chapter’s exercises and make sure that you fully ... equals pixel As you progress, you will realize that you will be able to reuse this implementation to draw HUD and menus onscreen for your game ORTHOGRAPHIC PROJECTION In this section, you will learn...
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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

... fi nal result that you should reproduce by reading the tutorials in the book At any time while reading this book, if you feel that the instructions are not clear, or if you are unsure where to ... knowledge that you need to start creating some real games and 3D apps! Before you move on with the next chapter, I suggest that you go back over this chapter’s exercises and make sure that you fully ... equals pixel As you progress, you will realize that you will be able to reuse this implementation to draw HUD and menus onscreen for your game ORTHOGRAPHIC PROJECTION In this section, you will learn...
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Mobile 3D Graphics with OpenGL ES and M3G

Mobile 3D Graphics with OpenGL ES and M3G

Tài liệu khác

... texture matrix Current Texture Coord Set texgen texture matrix Current Texture Coord Set texgen texture matrix Figure 2.2 Association of current values with a vertex The heavy lined boxes represent ... further requirements will be specified.) Most single-precision floating-point formats meet these requirements Any representable floating-point value is legal as input to a GL command that requires floating-point ... indicated in the table to represent a GL type Correct interpretation of integer values outside the minimum range is not required, however ptrbits is the number of bits required to represent a pointer...
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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

... variety of screen resolutions on mobile devices creates a problem for 2D content If graphics are rendered and distributed as bitmaps, chances are that the resolution of the content is different from ... Feature phones Basic phones F i g u r e 1.2: Three phone categories Smart phones are more powerful than feature phones or basic phones, but there are more basic phones than either feature phones ... progresses I am certain that the future of mobile graphics will be more than bright, and with this book in your hand, you, the reader, will be able to create vibrant applications with three-dimensional...
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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

... Application Area Spatial Data Structure Content Creation Extensibility Class Hierarchy Retained Mode Rendering 5.3.1 5.3.2 5.3.3 5.3.4 Setting Up the Camera and Lights Resolving Rendering State ... Culling 195 9.2 Texture Mapping 196 9.2.1 9.2.2 9.2.3 9.2.4 9.2.5 9.2.6 9.2.7 9.2.8 9.2.9 Texture Objects Specifying Texture Data Texture Filtering Texture Wrap Modes Basic Texture Functions Multi-Texturing ... printed on acid-free paper c 2008 by Elsevier Inc All rights reserved Designations used by companies to distinguish their products are often claimed as trademarks or registered trademarks In...
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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

... progresses I am certain that the future of mobile graphics will be more than bright, and with this book in your hand, you, the reader, will be able to create vibrant applications with three-dimensional ... in the future of the Gizmo, and the fact that these devices are spread out (quite evenly, compared to other rendering platforms) over the entire globe, makes the mobile phone an incredibly exciting ... hosting code examples, errata, and links to other online resources A more comprehensive treatment of 3D graphics, such as Real-Time Rendering by Tomas Akenine-M¨ ller and Eric Haines [AMH02], is recommended...
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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

... graphics core For this reason, chip designs that cache graphics resources on the GPU, or store the frame buffer on the same chip and thus minimize traffic to and from external memory, are more interesting ... purchase, the requirements for system stability are much higher There are also significant costs related to software development, e.g., documentation, supporting libraries, and developer relations ... silicon area and power consumption for high performance The design constraints are much tighter: the clock speeds and memory bandwidths are lower, and different levels of acceleration are required...
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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

... variety of screen resolutions on mobile devices creates a problem for 2D content If graphics are rendered and distributed as bitmaps, chances are that the resolution of the content is different from ... functionality that is common to many applications, thus saving the code space that would otherwise be required to duplicate those features in each application Hardware-friendly features and a clear ... For example, each draw call is required to check for indices referring outside the currently enabled vertex arrays There are no devices available as of this writing that would include JSR 239 Sony...
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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

... axes with arbitrary directions, but here we are only concerned about coordinate systems that are three-dimensional, orthonormal, and right-handed Such coordinate systems have three axes, usually ... include any other data that are associated with that surface point, such as a color Besides points, we also need vectors to represent surface normals, viewing directions, light directions, and so on ... important property related to the angle is that when the vectors are orthogonal, the cosine term and therefore the whole expression goes to zero This is illustrated in Figure 2.3 The dot product...
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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

... There are four basic component transformations that are affine, and all their combinations are affine as well They are translation, rotation, scaling, and shearing, and are illustrated in Figure ... push_matrix() stores the current transformation matrix into a stack, from which it can be recovered by a matching pop_matrix() At first we save the current transformation We are going to modify the current ... and y restore the matrix at the time of last push The call to draw_box() is the last one before restoring the current transformation using pop_matrix() Reading backward, we draw a box that would...
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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

... same cube are rendered with slightly different transformations LINEAR ALGEBRA FOR 3D GRAPHICS 48 However, we often want a window that is not square, and sometimes not even centered with respect ... buffer resolution, with increasing field of view and distance from the camera, and with increasing distance from the z axis (that is, screen corners worse than the center) [AS06] Some tricks that relate ... between the planes Any objects between these two planes are rendered, and any others ignored The depths of these objects are stored and compared on a per-pixel basis, leaving only the topmost object...
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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

... triangles are Furthermore, there are many choices for the representation of smooth surfaces, and there is no general consensus of a type that would be optimal for all uses Therefore modern 3D ... features that are not included in M3G, or are included in simplified form, respectively M is the modelview matrix, the Ti are texture matrices, and P is the projection matrix CHAPTER SECTION 3.1 RENDERING ... the pixels that already exist in the frame buffer 55 LOW-LEVEL RENDERING 56 Vertex buffer Current color Matrix control Vertex array Current normal Current vertex Current texcoord Current texcoord...
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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

... Specular re ectance The specular re ection accounts for the highlights that you see on shiny objects, like the rightmost sphere in Figure 3.6 Whereas in ambient or diffuse re ectance the direction ... does not matter, that direction is important in specular re ectance In Figure 3.8, most of the light coming from l is re ected to the mirror re ection direction r, that is, to the direction of the ... preferred direction toward which it shines brightest No light escapes to directions farther than the cut-off angle θ from the preferred direction (third image in Figure 3.9), and the light that...
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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

... rasterization, the texture coordinates are interpolated If the values of q are different on different vertices, we are doing projective texture mapping In that case also the LOW-LEVEL RENDERING 76 CHAPTER ... an extension that lifts the requirement that the texture sizes must be powers of two Texture coordinates that have a value less than zero or greater than one have to be wrapped so that they access ... of texture coordinates for each map, and the textures are applied in succession It is much easier to build hardware to access texture data if the texture image sizes are powers of two, that is,...
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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

... Often you might want to reuse the same texture maps, e.g., a generic floor, a wall panel, or ceiling, for different parts of your scene, but those different areas have different lighting Then you ... likely to receive One way to estimate that is to place a relatively large sphere around a point, render the scene from the surface point, and store the fraction of the surrounding sphere that is ... Gaussian or sinc filters that tend to give better results but require more samples and work [GW02] This is a very brute force approach, and the processing and memory requirements increase linearly by...
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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

... glass, both of which are behind red glass, both glass layers being 50% transparent If you draw the blue glass first (as you should) and then the red glass, you end up with more red than blue: (0.75, ... arbitrary rendering order, as the closest surface will always remain visible However, for correct results in the presence of transparent surfaces in the scene, the objects should be rendered in ... approach, since pixels that will be hidden by opaque objects are unnecessarily rendered The best results, in terms of both performance and quality, are obtained if you sort the objects, render the opaque...
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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

... degrees on the 4D sphere will rotate twice that number in 3D space—refer to Equation 2.21 for the proof Therefore, if you reach the South pole, your 3D object will have rotated a full 360 degrees, ... mangling, you can actually rotate by up to 360 degrees between two keyframes, so there is more power available to you that way In any case, be warned that unless you know very well what you are doing, ... 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 sphere that has a radius of one Imagine that the...
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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

... the data structure of choice may be a hierarchical space partitioning scheme such as a quadtree, octree, BSP tree, or kd-tree Quadtrees, for example, are a good match with terrain rendering Some ... result in better performance, particularly if you are not already a 3D guru with in-depth knowledge of all the software and hardware configurations that your application is supposed to be running ... and disparate pieces of rendering state, you are in full control of the rendering engine and will get exactly what you ask for However, creating and managing 3D content at that level of detail quickly...
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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

... objects that are fully managed by M3G The difference is the “full” retained mode is just that: those objects are rendered individually, as opposed to collecting them into a complete scene graph Retained-mode ... of nodes, groups that select only one of their children for rendering, groups that store a transformation, and so on The structure of the basic rigid-body Mesh of M3G was already described in ... ambient, directional, point, and spot lights They are modeled after the OpenGL lighting equation 5.3 RETAINED MODE RENDERING Retained mode refers to a programming paradigm for 3D graphics where a persistent...
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