eaglcontext

What can be the solution of a deprecated of “EAGLContext”?

末鹿安然 提交于 2019-12-30 07:44:07
问题 I want to use the native filters for my app, the function works but I want to avoid methods that will be removed from the documentation. I search over the whole internet and no solution. I search over the whole internet and i haven't found any solution at my problem. public func applyFilterTo(image: UIImage, filterEffect: Filter) -> UIImage? { guard let cgImage = image.cgImage, let openGLContext = EAGLContext(api: .openGLES3) else { return nil } let context = CIContext(eaglContext:

-[EAGLContext renderbufferStorage:fromDrawable:] Failing the second time on?

混江龙づ霸主 提交于 2019-12-09 16:39:43
问题 I'm developing an iOS openGL ES application. I'm doing the usual EAGLView / ES2Render stuff. On startup, frambuffer creation succeeds, using the following code: - (BOOL) createFramebuffers { [EAGLContext setCurrentContext:_mainContext]; // [ A ] On-screen // 1. Framebuffer glGenFramebuffers(1, &_mainFramebuffer); bindFramebuffer(_mainFramebuffer); // 2. Color buffer glGenRenderbuffers(1, &_mainColorbuffer); bindRenderbuffer(_mainColorbuffer); // Adjust size to view's layer: CAEAGLLayer* layer

EAGLContext, EAGLSharegroups, RenderBuffers, FrameBuffers, oh my!

自作多情 提交于 2019-12-07 13:44:54
问题 I'm trying to wrap my head around the OpenGL object model on iPhone OS. I'm currently rendering into a few different UIView s (build on CAEAGLayer s) on the screen. I currently have each of these as using separate EAGLContext , each of which has a color renderbuffer and a framebuffer. I'm rendering similar things in them, and I'd like to share textures between these instances to save memory overhead. My current understanding is that I could use the same setup (some number of contexts, each

EAGLContext, EAGLSharegroups, RenderBuffers, FrameBuffers, oh my!

北战南征 提交于 2019-12-06 04:39:08
I'm trying to wrap my head around the OpenGL object model on iPhone OS. I'm currently rendering into a few different UIView s (build on CAEAGLayer s) on the screen. I currently have each of these as using separate EAGLContext , each of which has a color renderbuffer and a framebuffer. I'm rendering similar things in them, and I'd like to share textures between these instances to save memory overhead. My current understanding is that I could use the same setup (some number of contexts, each with a FBO/RBO) but if I spawn the later ones using the EAGLShareGroup of the first one, then I can

Xcode Screenshot EAGLContext [duplicate]

百般思念 提交于 2019-12-02 09:01:33
问题 This question already has answers here : Closed 7 years ago . Possible Duplicate: How to get UIImage from EAGLView? So I was just wondering if anybody knows any way to save what is stored in an EAGLContext as a UIImage. I am currently using: UIGraphicsBeginImageContext(CGSizeMake(768, 1024)); [self.layer renderInContext:UIGraphicsGetCurrentContext()]; UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); in other apps I have and this works fine, but

What can be the solution of a deprecated of “EAGLContext”?

别等时光非礼了梦想. 提交于 2019-12-01 01:38:15
I want to use the native filters for my app, the function works but I want to avoid methods that will be removed from the documentation. I search over the whole internet and no solution. I search over the whole internet and i haven't found any solution at my problem. public func applyFilterTo(image: UIImage, filterEffect: Filter) -> UIImage? { guard let cgImage = image.cgImage, let openGLContext = EAGLContext(api: .openGLES3) else { return nil } let context = CIContext(eaglContext: openGLContext) let ciImage = CIImage(cgImage: cgImage) let filter = CIFilter(name: filterEffect.filterName)

Can Vertex Array Objects (VAOs) be shared across EAGLContexts in OpenGL ES?

走远了吗. 提交于 2019-11-30 14:42:59
问题 Spoiler: I'm fairly confident that the answer is NO , but that's only after a day of very frustrated debugging. Now I would like to know if that is indeed the case (and if so, how I might have known), or if I'm just doing something completely wrong. Here's the situation. I'm using OpenGL ES 2.0 to render some meshes that I load from various files (.obj, .md2, etc.). For the sake of performance and User Experience, I delegate the actual loading of these meshes and their associated textures to