now 1 debugging on the iphone

Development Tales of iPhone App Masters pot

Development Tales of iPhone App Masters pot

Ngày tải lên : 17/03/2014, 23:20
... 11 3 Race Conditions 11 3 The Scientific Method of Debugging 11 3 Forming a Hypothesis .11 3 Creating a Test for Your Hypothesis ... .96 iPhone 3.0 and Further Work 96 Summary 97 Owen Goss 99 ■Chapter 4: You Go Squish Now! Debugging on the iPhone 10 1 Assumed Knowledge ... to make these properties, so don’t forget to add the @property declarations and the @synthesize declarations in the implementation file The animateColor flag will tell the emitter whether you...
  • 395
  • 766
  • 0
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

Ngày tải lên : 22/03/2014, 13:36
... 98 10 0 10 0 10 5 10 5 10 7 10 8 11 0 11 0 11 3 11 4 11 6 11 7 12 0 12 0 12 2 12 7 12 9 13 0 13 2 13 3 13 4 13 5 13 6 14 0 14 3 xiii ftoc.indd xiii 12 /30 /11 8:28:33 AM CONTENTS Third-Person Camera with Collision Summary ... CHAPTER 10 : ADVANCED LIGHTING Types of Lamps Let There Be Light Directional Lamp Shader Struct as Uniforms 14 5 14 9 15 1 15 1 15 2 15 3 15 5 15 9 16 1 16 3 16 5 16 7 17 0 17 1 17 2 17 3 17 4 17 4 17 5 17 6 17 8 17 8 18 2 ... ffirs.indd i 1/ 11/ 12 8:20:58 AM ffirs.indd ii 1/ 11/ 12 8:20:59 AM Game and Graphics Programming for iOS and Android® with OpenGL® ES 2.0 ffirs.indd iii 1/ 11/ 12 8: 21: 00 AM ffirs.indd iv 1/ 11/ 12 8: 21: 00...
  • 316
  • 1K
  • 2
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

Ngày tải lên : 29/03/2014, 22:20
... Interactions The Game Logic 3D Physics 11 0 11 3 11 4 11 6 11 7 12 0 The Bullet File Format 3D Pinball Game 12 0 12 2 Summary 12 7 CHAPTER 7: CAMERA 12 9 Touch and Go! The Camera Frustum 13 0 13 2 How to Build the ... Positional Sound Source Piano Game Loading a Static and Streamed Sound Color Picking Piano Game Logic Final Adjustments Rolling Ball Game 14 5 14 9 15 1 15 1 15 2 15 3 15 5 15 9 16 1 16 3 16 5 16 7 17 0 17 1 17 2 ... 17 0 17 1 17 2 17 3 17 4 17 4 17 5 17 6 17 8 17 8 18 2 18 5 18 8 19 0 GFX Shaders Linking the Positional Sound Sources Accelerometer-Driven Camera Cheap FX Game Logic and Tweaks Summary 19 0 19 1 19 5 19 8 200 205...
  • 316
  • 1.1K
  • 0
Mobile 3D Graphics with OpenGL ES and M3G

Mobile 3D Graphics with OpenGL ES and M3G

Ngày tải lên : 03/11/2012, 11:23
... 12 3 12 3 12 5 12 6 13 5 13 9 14 2 14 3 14 3 14 5 14 7 15 3 15 3 15 4 15 6 15 8 16 4 16 4 16 7 16 7 16 9 16 9 17 0 17 1 17 1 17 2 17 2 17 3 17 4 17 5 17 6 17 7 18 0 18 1 18 1 18 3 18 3 18 4 18 5 iv CONTENTS ... reversed component conversion formulas 12 8 12 9 13 0 13 0 14 4 14 5 16 0 16 0 16 1 16 2 16 3 16 3 16 5 17 9 18 2 18 4 19 0 19 2 19 3 5 .1 5.2 Values specified by the target to Map1 ... Computation of filtered color components 91 93 94 95 10 4 10 5 10 6 10 8 3 .10 3 .11 3 .12 3 .13 3 .14 ix 10 8 10 9 11 0 11 1 11 6 11 7 x LIST OF...
  • 333
  • 520
  • 2
morgan kaufmann mobile 3d graphics with opengl es and m3g - morgan kaufmann

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

Ngày tải lên : 28/04/2014, 15:49
... Synchronization Points CHAPTER ANIMATION 4 .1 Keyframe Animation 4 .1. 1 4 .1. 2 Interpolation Quaternions 57 60 61 61 63 64 68 70 70 71 71 73 74 82 83 88 90 92 92 95 99 10 0 10 1 10 1 10 2 10 5 10 5 10 6 11 1 ... 6 .1 Scalability 6 .1. 1 6 .1. 2 6.2 Performance Optimization 6.2 .1 6.2.2 6.2.3 6.2.4 6.2.5 6.3 12 8 12 9 13 0 13 0 13 2 13 3 13 4 13 5 13 6 13 6 13 7 13 9 14 0 14 1 14 2 14 5 14 6 14 6 Vertex Data Triangle Data 14 7 ... State 10 .2.2 Dynamic State Queries 10 .3 Hints 211 211 212 213 214 214 214 215 218 218 219 220 220 220 223 223 223 224 225 225 226 227 233 10 .4 Extensions 234 10 .4 .1 10.4.2 10 .4.3 10 .4.4 10 .4.5...
  • 446
  • 352
  • 0
3D Graphics with OpenGL ES and M3G- P1 pps

3D Graphics with OpenGL ES and M3G- P1 pps

Ngày tải lên : 03/07/2014, 11:20
... Synchronization Points CHAPTER ANIMATION 4 .1 Keyframe Animation 4 .1. 1 4 .1. 2 Interpolation Quaternions 57 60 61 61 63 64 68 70 70 71 71 73 74 82 83 88 90 92 92 95 99 10 0 10 1 10 1 10 2 10 5 10 5 10 6 11 1 ... 6 .1 Scalability 6 .1. 1 6 .1. 2 6.2 Performance Optimization 6.2 .1 6.2.2 6.2.3 6.2.4 6.2.5 6.3 12 8 12 9 13 0 13 0 13 2 13 3 13 4 13 5 13 6 13 6 13 7 13 9 14 0 14 1 14 2 14 5 14 6 14 6 Vertex Data Triangle Data 14 7 ... State 10 .2.2 Dynamic State Queries 10 .3 Hints 211 211 212 213 214 214 214 215 218 218 219 220 220 220 223 223 223 224 225 225 226 227 233 10 .4 Extensions 234 10 .4 .1 10.4.2 10 .4.3 10 .4.4 10 .4.5...
  • 10
  • 307
  • 0
3D Graphics with OpenGL ES and M3G- P2 pps

3D Graphics with OpenGL ES and M3G- P2 pps

Ngày tải lên : 03/07/2014, 11:20
... Loader 13 .5.2 The File Format 311 313 CHAPTER 14 LOW-LEVEL MODELING IN M3G 14 .1 Building meshes 14 .1. 1 14 .1. 2 14 .1. 3 14 .1. 4 VertexArray VertexBuffer IndexBuffer and Rendering Primitives Example 14 .2 ... Transformations 300 13 .3 .1 Transform 13 .3.2 Transformable 13 .4 Object3D 13 .4 .1 Animating 13 .4.2 Iterating and Cloning 13 .4.3 Tags and Annotations 300 303 306 306 306 308 13 .5 Importing Content 311 13 .5 .1 ... CONTENTS xi CHAPTER 13 BASIC M3G CONCEPTS 289 13 .1 Graphics3D 290 13 .1. 1 13 .1. 2 13 .1. 3 13 .1. 4 290 293 294 296 Render Targets Viewport Rendering Static Properties 13 .2 Image2D 297 13 .3 Matrices...
  • 10
  • 354
  • 0
3D Graphics with OpenGL ES and M3G- P3 pps

3D Graphics with OpenGL ES and M3G- P3 pps

Ngày tải lên : 03/07/2014, 11:20
... SECTION 1. 2 GRAPHICS ON HANDHELD DEVICES The second category, on the other hand, is very interesting for graphics applications Feature phones represent the bulk of the market in developed ... also support Java and M3G The top category in our classification is the high-end smart phone The logical conclusion to the current smart phone evolution seems to be that these devices evolve into ... completely new types of applications On the other hand, there may be financial reasons for the exact opposite behavior: if one party can control which applications and functionalities are available, and...
  • 10
  • 467
  • 0
3D Graphics with OpenGL ES and M3G- P4 doc

3D Graphics with OpenGL ES and M3G- P4 doc

Ngày tải lên : 03/07/2014, 11:20
... new functions and tokens in GL10 and GL 11, for OpenGL ES versions 1. 0 and 1. 1, respectively Several OpenGL ES extensions are also exposed in the API, so features beyond the core functionality can ... that has oneto-one mapping with the API This greatly facilitates separation of artistic content from programmable application logic Version 1. 1 of M3G was released in mid-2005, with the aim of ... bitmaps, chances are that the resolution of the content is different from the screen resolution of the output device Resampling the images to different resolutions often degrades the quality—text especially...
  • 10
  • 374
  • 0
3D Graphics with OpenGL ES and M3G- P5 pptx

3D Graphics with OpenGL ES and M3G- P5 pptx

Ngày tải lên : 03/07/2014, 11:20
... with v; the first row (M0• ) producing the first component, the second row (M1• ) producing the second component, and so on: ⎡ [ m00 ⎢ ⎢[ m v = Mv = ⎢ 10 ⎣[ m20 [ m30 m 01 m 11 m 21 m 31 m02 m12 m22 ... m 01 m02 m03 ⎢ ⎥ ⎢ ⎥ ⎢ ⎥ ⎢ ⎥ ⎢m ⎥ ⎢m ⎥ ⎢m ⎥ ⎢m ⎥ v = Mv = v0 ⎢ 10 ⎥ + v1 ⎢ 11 ⎥ + v2 ⎢ 12 ⎥ + v3 ⎢ 13 ⎥ ⎣m20 ⎦ ⎣m 21 ⎦ ⎣m22 ⎦ ⎣m23 ⎦ m30 m 31 m32 (2 .10 ) m33 The product of two matrices, on the other ... the right hand so that the thumb extends toward the positive direction; the other fingers then indicate the direction of positive rotation angles on the xy-plane SECTION 2 .1 COORDINATE SYSTEMS...
  • 10
  • 256
  • 0
3D Graphics with OpenGL ES and M3G- P6 pot

3D Graphics with OpenGL ES and M3G- P6 pot

Ngày tải lên : 03/07/2014, 11:20
... with the up direction on the image plane Note that the view-up vector must point at some other direction than the viewing direction t−o for the following to work Since the camera is viewing along ... quaternions not have a one-to-one mapping to 3D rotations: both ˆ ˆ q and −q (all components are negated) represent the same rotation You can check this from the Equation (2.22): all the entries consist ... row and second column is set to h = to create the shear in the last image of Figure 2.5 In this case, the greater the y component of the input, the more the x component is sheared to the right...
  • 10
  • 364
  • 0
3D Graphics with OpenGL ES and M3G- P7 ppsx

3D Graphics with OpenGL ES and M3G- P7 ppsx

Ngày tải lên : 03/07/2014, 11:20
... Figure 2 .12 The trick is to transform the irregular viewing cone to the canonical one and then use Equation (2.34) First, we shear the asymmetric frustum as a function of the z coordinate so the frustum ... resolution left for the faraway objects Now, if you give the range [0.0, 0 .1] for the nearby objects, render them with the far view frustum plane pulled just beyond them, and then render the other ... that the background always lies at the maximum depth Another use case relates to the nonlinear distribution of the resolution of the depth buffer, where most of the accuracy is spent on the near...
  • 10
  • 350
  • 0
3D Graphics with OpenGL ES and M3G- P8 doc

3D Graphics with OpenGL ES and M3G- P8 doc

Ngày tải lên : 03/07/2014, 11:20
... triangles, they are not guaranteed to be planar If the vertices of a polygon not lie on the same plane, the edges between the vertices are still well defined, but the surface between them is not In the ... clamped to 1. 0, so (11 .0, 22.0, 0.5) will become (1. 0, 1. 0, 0.5) at the time of display If 8-bit integers are used to encode the color components, maps to 0.0 and 255 maps to 1. 0 The stored light ... channels have only bits each ( 31 maps to 1. 0) while the green channel has bits (63 maps to 1. 0) RGBA4444 and RGBA55 51 also use 16 bits per pixel, the former allocates four and the latter one bit for...
  • 10
  • 396
  • 0
3D Graphics with OpenGL ES and M3G- P9 pptx

3D Graphics with OpenGL ES and M3G- P9 pptx

Ngày tải lên : 03/07/2014, 11:20
... of the light is reflected to the direction r The larger the angle θ between the viewer direction v and the mirror reflection direction r, the less light is reflected toward the viewer Note that the ... of space the view frustum The sides of the viewing cone are defined by the extent of the window in the image plane through which the camera views the scene, and the cone is capped at the near ... relates to the direction of the light, the surface normal vector, or the viewing direction Therefore it does not encode any information about surface shape, and the image of a sphere on the left...
  • 10
  • 365
  • 0
3D Graphics with OpenGL ES and M3G- P10 docx

3D Graphics with OpenGL ES and M3G- P10 docx

Ngày tải lên : 03/07/2014, 11:20
... the texture map that corresponds to (0, 1) (0, 1) (1, 1) (0, 0) (a) (1, 1) (1, 0) (0, 0) (1, 0) (b) (0, 1) (0, 0) (1, 1) (1, 0) (c) F i g u r e 3 .12 : (a) The (s, t) coordinate system of a texture ... SECTION 3.4 RASTERIZATION 75 F i g u r e 3 .11 : Texture mapping Portions of a bitmap image on the left are mapped on two triangles on the right If the triangles not have the same shape as their ... the middle of the small square among the four texels The values of the two top row texels are interpolated based on the s-coordinate, and the same is done on the lower row Then these interpolated...
  • 10
  • 448
  • 0
3D Graphics with OpenGL ES and M3G- P11 potx

3D Graphics with OpenGL ES and M3G- P11 potx

Ngày tải lên : 03/07/2014, 11:20
... absorbs, say, 10 % of the light for every 10 meters This continuous fractional attenuation corresponds to the exponential function, which OpenGL supports in the form of f = e−dz , (3 .11 ) where d ... SECTION 3.4 RASTERIZATION 85 using the light map on the left middle Top right adds an environment map that reflects the light from the lamp from the surface of the barrel; the environment map ... modulate the amount of light arriving to the surface Figure 3 .18 shows an ambient occlusion map on a polygon mesh The effect is that locations under other objects get darker, as indentations in the...
  • 10
  • 358
  • 0
3D Graphics with OpenGL ES and M3G- P12 pps

3D Graphics with OpenGL ES and M3G- P12 pps

Ngày tải lên : 03/07/2014, 11:20
... transferring the data from the CPU to the GPU and organizing it into a format LIFE CYCLE OF A FRAME SECTION 3.6 10 3 CPU N N 11 N12 N13 T&L N 21 N N 11 N12 N13 Rasterizer N22 N 21 N N 11 N12 N13 Flip N23 ... to in the middle, and to about on the right The distance between the surfaces along the viewing direction also grows as the slope increases will have the same depth On the rightmost image, the ... N 21 N N12 N12 N13 F i g u r e 3.26: Parallelism of asynchronous multibuffered rendering CPU T&L Rasterizer N 11 N N 11 N N N 11 F i g u r e 3.27: Nonparallel nature of single-buffered or synchronized...
  • 10
  • 236
  • 0
3D Graphics with OpenGL ES and M3G- P13 pot

3D Graphics with OpenGL ES and M3G- P13 pot

Ngày tải lên : 03/07/2014, 11:20
... flipping the signs on one of the quaternions so that they land on the same hemisphere of the 4D unit sphere This is what many code examples on quaternion interpolation do, and it will work as long ... 0 1] ) and a South pole (at [0 0 1] ) The quaternion on the North pole stands for the initial position of your object, before any rotation has been applied to it Each quaternion elsewhere on the ... surface of the sphere represents a rotation away from the initial position The farther you go from the North pole, the more you rotate Walking along the shortest path possible along the surface...
  • 10
  • 287
  • 0
3D Graphics with OpenGL ES and M3G- P14 pptx

3D Graphics with OpenGL ES and M3G- P14 pptx

Ngày tải lên : 03/07/2014, 11:20
... with the ground, and so forth Often a combination of these techniques is used with keyframe animation driving the normal motion, rigid body dynamics 11 6 ANIMATION stepping in for falling and other ... translation and rotation Right: A close-up of one animated joint, demonstrating vertex blending The vertices around the joint are conceptually transformed with both bone transformations, resulting ... to the vertices, either in the application code or, more commonly, in graphics hardware, almost unlimited effects are possible One common example of per-vertex animation is water simulation By...
  • 10
  • 367
  • 0
3D Graphics with OpenGL ES and M3G- P15 pptx

3D Graphics with OpenGL ES and M3G- P15 pptx

Ngày tải lên : 03/07/2014, 11:20
... a position and orientation in the scene, together constituting the transformation from world coordinates to eye coordinates The camera also defines a projective transformation that maps the eye ... the frame buffer to the screen The application is then expected to animate and otherwise update the scene graph in preparation for the next frame CHAPTER CHAPTER PERFORMANCE AND SCALABILITY The ... compute the modelview matrices, we trace the scene graph path from each light node to the camera node, concatenating the node transformations along the way into a × matrix Note that many of these...
  • 10
  • 420
  • 0

Xem thêm