Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 07 Jan 2003
Offline Last Active Feb 13 2014 03:11 AM

Posts I've Made

In Topic: iOS app development. Newer iPad or does it really matter?

21 June 2012 - 10:11 AM

There is another Hardware difference. Ipad1 has no gyroscope ipad2 And later have. All have accelerometer.
Another Point is that you always should Test on many devices as possible since different drivers have different Bugs. I saw that same Open gl Code had different results on ipad1 And ipad2.

In Topic: Zooming and swiping with OpenGL ES

10 May 2012 - 02:57 AM

I have skype at home so PN me your skype name.
Maybe we could chat later the day.

In Topic: Zooming and swiping with OpenGL ES

08 May 2012 - 09:13 AM

ah ok i guess it's like this.
You move scale - it works
you move a second time and the image jumps correct ?
could you write down a sequence of actions you want to do ?

for example moveto (1,0) scaleto (1.5,1.5) moveto(-1,0) scaleto(1,1)
btw if you have icq message me and i'll add you

In Topic: Zooming and swiping with OpenGL ES

04 May 2012 - 09:44 AM

like this ?
glTranslatef(target.x*scale, target.y*scale * aspectRatio, 0);
glScalef(scale, scale * aspectRatio, 0);
glTranslatef(-target.x, -target.y, 0);

In Topic: Get texture coordinates from VBO

04 May 2012 - 03:05 AM

I don't know how Android handles it but on iOS openGLES runs in second thread! As DemonRad said this is the problem. iOS gathers opengl commands and renders if the commandbuffer is full or if flush is called. For best performance you keep the rendering decisions up to the openGLES thread and never call flush. But there are several other commands like get... that internally need to flush. Also streaming which actually uses one "memory" needs to flush. And this leads to not optimal rendering in the openGLES thread thus to a performance drop.
To understand that better google tile based deferred rendering (TBDR)
Does anyone how Android is doing that ?