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原创 iOS的UIView的三维透视投影变换
shi'yong// 实现带透视投影缩放效果的三维变换。CATransform3D get3DPerspectiveTransform(CATransform3D t,CGPoint center, float disZ){ /**************************************************************
2014-09-29 12:16:20
1898
原创 Xcode真机调试时向真机传输文件的问题
做了一个iOS上OpenGL ES的小玩意时,发现一个问题。当在真机上把图元切换成GL_POINTS后,好家伙,怎么满屏都是大方块啊。 但是奇怪的地方是,模拟器运行结果却很正常,全部都是一个个的小顶点。 经过各种查找。最后发现可能是顶点尺寸在作祟。在工程的vertex shader中加了一行gl_PointSize = 1.0; 搞定。 经过反
2014-07-24 02:03:42
838
原创 我的第一款iOS App: 极简天气 1.0
1.0版相对于alpha版的更新: ①. 调整多线程访问机制,避免多个城市同时更新时可能造成的内存分配错误; ②. 添加了下拉刷新功能; ③. 添加了日期自动匹配功能。即使没有打开网络,也可以根据之前更新的天气信息自动匹配当日天气信息及未来天气信息。 ④. 微调了配色,看起来更加柔和。 我的第一款iOS App。体现了
2014-03-12 19:54:24
1169
原创 Concerning dFd{x, y}() in GLSL
dFdx(fragAttrib) and dFdy(fragAttrib) compute derivatives of certain given attribute between two adjacent fragments.If currently being processed fragment is f(x, y), x and y refer to the position of
2014-03-11 20:38:49
1685
原创 Some stuff about depth texture based shadow mapping
// Tex coord is actually the vertices projected to the near projection plane of the light projection space. // Depth texture is just like mapped to the near projection plane(a quad rang
2014-03-11 20:37:36
667
转载 Specular Reflection Models
From Wiki Specular Reflection Models A number of different models exist to predict the distribution of microfacets. Most assume that the microfacet normals are distributed evenly around the norm
2014-03-11 20:36:27
1031
原创 Rotation By Quaternion
P.S.: This method provides ananticlockwise positive rotation direction due to theright-handed coordinate system in OpenGL and theleft-handed coordinate system in original quaternion coordinate s
2014-03-11 20:34:24
904
原创 One Issue In OpenGL Lighting applying glLightf(v)()
NOTE: This note is just for FIXED PIPELINE of OpenGL Rendering Procedure. CAUTION: ModelView transformation influences light position if light is implemented with CVector4D someWhere;
2014-03-11 20:33:25
678
原创 One Issue In OpenGL Depth Texture Fetching
Problem: The color of fetched depth texture is with very poor contrast.Reason and Solution: In depth texture fetching pass, projection transformation parameters DO effect the result. In
2014-03-11 20:32:42
647
原创 Summary Of Geometry Shader Learning
////////////////////////////////////////////////////////////////////////////////////////////////////////////// GS as the abbreviation for Geometry Shader in the following text. ///////////////////
2014-03-11 20:27:24
680
原创 GLSL varying variable
With declaration of GLSL version in vertex/fragment shader, like #version 120, You mustn't directly set varying variable or an error C7563 will occur.If you wish to change components of it, initialize
2014-03-11 20:26:25
691
原创 Matrix In OpenGL
最近プログラム中での心得をまとめてこの文にした。Got some idea with my class of matrix operation facilitated by OpenGL original pipeline. Notice that the matrix in OpenGL is column-major which represents the following
2014-03-11 20:22:10
668
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