IOS OpenGl transparency performance issue

I have built a game in Unity that uses OpenGL ES 1.1 for IOS. I have a nice constant frame rate of 30 until i place a semi transparent texture over the top on my entire scene. I expect the drop in frames is due to the blending overhead with sorting the frame buffer. On … Read more

Skipping glReadPixels and reading iPhone’s “VRAM” directly

I’d like to rapidly capture “screenshots” of my OpenGL ES iPhone game and turn them into a video. I’ve tried the following approach (it works but degrades the game play to an unacceptable level): Use glReadPixels to copy the data from the framebuffer to a GLubyte array. Create a CGImageRef from that data. Then create … Read more

What programming languages would be used to make an Apple App like Angry Birds or Cut the Rope? [closed]

Closed. This question is off-topic. It is not currently accepting answers. Want to improve this question? Update the question so it’s on-topic for Game Development Stack Exchange. Closed 8 years ago. Improve this question I’m currently working in the Multimedia industry and although I’m better at design then development. I have knowledge of HTML, CSS, … Read more

How to add a bump map in scene kit?

I’m trying to draw an Earth, as I’ve found the textures in this site: http://planetpixelemporium.com/earth.html I loaded the diffuse, specular and bump maps: let earthGeometry = SCNSphere(radius: radius) let earthMap = UIImage(named: “Earth_map”) let earthBump = UIImage(named: “Earth_bump”) let earthSpec = UIImage(named: “Earth_specular”) earthGeometry.firstMaterial!.diffuse.contents = earthMap earthGeometry.firstMaterial!.specular.contents = earthSpec let earth = SCNNode(geometry: earthGeometry) But … Read more

How do I raycast for a spherical harmonic shader using the iOS GPU?

I am beginning an Spherical Harmonics shader project for an iOS app I am writing. I have begun by reading this excellent in-depth paper on the subject. The paper describes a scene pre-processing step that involves ray-casting (one bounce, shadow feeler). Can someone describe how ray-casting can be performed using GLSL on iOS? Answer The … Read more

Perspective correct texture mapping in iOS Metal

I tried various ways of getting the interpolation work and generate a perspective correct image, but none of the suggested ways works. My current code is: struct VertexStruct { float4 normalizedPosition [[ position ]]; float4 texCoord; } vertex VertexStruct testVertex(device float4 *vertices [[ buffer(0) ]], uint vid [[ vertex_id ]]) { VertexStruct outVertices; outVertices.normalizedPosition = … Read more