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Opengl es 2.0 programming guide pdf
Opengl es 2.0 programming guide pdf










opengl es 2.0 programming guide pdf

Use the pipeline as a mental model to identify what work your app performs to generate a new frame. Successive stages of the pipeline run a vertex shader to process the vertex data, assemble vertices into primitives, rasterize primitives into fragments, run a fragment shader to compute color and depth values for each fragment, and blend fragments into a framebuffer for display. Your app configures the graphics pipeline, and then executes drawing commands to send vertex data down the pipeline.

opengl es 2.0 programming guide pdf

OpenGL ES as a Graphics Pipelineįigure 6-2 visualizes OpenGL ES as a graphics pipeline. A well-designed app reduces the frequency of calls it makes to OpenGL ES, uses hardware-appropriate data formats to minimize translation costs, and carefully manages the flow of data between itself and OpenGL ES. Figure 6-1 OpenGL ES client-server architectureĪchieving great performance requires carefully managing this overhead. These processes add overhead to your app’s graphics performance. The client translates this data into a format that the graphics hardware understands, and forwards them to the GPU. Your app communicates state changes, texture and vertex data, and rendering commands to the OpenGL ES client. OpenGL ES as a Client-Server Architectureįigure 6-1 visualizes OpenGL ES as a client-server architecture. Both perspectives can be useful in planning and evaluating the architecture of your app. This section describes two perspectives for visualizing the design of OpenGL ES: as a client-server architecture and as a pipeline. This chapter introduces key concepts of renderer design later chapters expand on this information with specific best practices and performance techniques. Now that you’ve mastered the basics of using OpenGL ES in an iOS app, use the information in this chapter to help you design your app’s rendering engine for better performance. To create high-performance code on GPUs, use the Metal framework instead.












Opengl es 2.0 programming guide pdf