Graphics

Common pitfalls of iPhone development

I haven’t written any posts lately. This is because I dug into iPhone application development and this really consumed most of my spare time. As you may remember, I’ve already mentioned that I would like to start dealing with mobile platforms as a target for my OpenGL related experiments and projects.  After Android, this time I got my hands on a Mac mini and took a look at the currently most popular mobile gaming platform. Actually, these initial experiments wouldn’t take that long time if I would have to deal with just a new API and not with a brand new world with its own benefits and drawbacks.

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Going mobile with OpenGL ES

Many things have changed since the first time the public put their hands on the first mobile phone device as these days the end user rarely makes their choices when buying a mobile equipment based on their telephony capabilities. In fact, nowadays these devices are one of the most popular entertainment platforms out there. The main problem for application developers is that these platforms tended to be very heterogeneous from point of view of hardware architecture as well as that of API support. Meanwhile things have changed. While the underlying hardware still varies a lot from device to device the work of application developers has been eased by having cross platform mobile operating systems and open standards. In particular OpenGL ES that is an embedded version of the popular graphics API. In this article I would like to talk about some of the big players of the mobile OS industry and about using OpenGL ES for creating impressive mobile applications.

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Sad facts about OpenGL extension libraries

Everybody who used to make OpenGL applications, whether it be a simple triangle-of-death demo or a comprehensive rendering engine at some point needs to use extensions or later OpenGL versions. Usually many people start this by creating their own initializer library that loads the required entry points from the OpenGL library by hand. What is sure is that at some point everybody realizes that this process is just a waste of time and starts to look for an extension loading library out there. This is the obvious solution as it makes no sense to reinvent the wheel all the time. However, after using a particular one from the repertoire of these libraries one will face the problem that they are not that nice as they seemed before. In this article I will talk about some of these libraries and some of my thoughts about them.

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Unit testing OpenGL applications

Nowadays comprehensive testing is a must for any software product. However, it isn’t such a general rule when it comes to graphics applications. Many developers face difficulties when they have to test their rendering codes. Manual tests and visual feedback is sometimes satisfactory but if one would like to have automated regression tests usual approaches seem to fail. Even if at first sight unit testing of rendering code doesn’t look really straightforward, in fact it is. OpenGL is not an exception from this rule as well. In this article I would like to briefly present a few methods how to unit test OpenGL rendering code and also present my choice and the reasons behind the decision.

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Flawless alternative to SDL

There was always big need for libraries that provide an abstract interface towards the basic platform specific facilities that are necessary for setting up an execution environment for a particular application. In the OpenGL world one of the first such libraries was GLUT. After a while more and more functionalities were put into these libraries that reflect more or less the requirements of application developers. One such framework is SDL. It seems that SDL is still the most respected one of these and it is preferred by the developer community. However, in this topic I will present an alternative that proved its superiority to me in the last few months…
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Uniform Buffers VS Texture Buffers

OpenGL 3.1 introduced two new sources from where shaders can retrieve their data, namely uniform buffers and texture buffers. These can be used to accelerate rendering when heavy usage of application provided data happens like in case of skeletal animation, especially when combined with geometry instancing. However, even if the functionality is in the core specification for about a year now, there are few demos out there to show their usage, as so, there is a big confusion around when to use them and which one is more suitable for a particular use case.

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