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how decrease the Assets.car size on iOS for all platform?
I build an iOS UI framework which Target is "iOS 9.0" only for the iPhone platform, the framework has some png file, so I add in the Assets.xcassets, I build the framework using "Generic iOS Device" so that the formwork can show the image which in Assets.xcassets in any iPhone platform which iOS version ">=iOS 9.0", but the Assets.car file in the framework bundle is too big that I can not accept! I know the Xcode compiles the Assets.xcassets use this command line:/Applications/Xcode.app/Contents/Developer/usr/bin/actool Assets.xcassets --compile build --platform iphoneos --minimum-deployment-target 9.0it can build multiple version png with the same png for different iPhone, I guess that causes the Assets.car big, can I use only one version png for all iPhone platform which iOS version ">=iOS 9.0"?thanks a lot!
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Apr ’20
how decrease the Assets.car size on iOS for all platform?
I build an iOS UI framework which Target is "iOS 9.0" only for the iPhone platform, the framework has some png file, so I add in the Assets.xcassets, I build the framework using "Generic iOS Device" so that the formwork can show the image which in Assets.xcassets in any iPhone platform which iOS version ">=iOS 9.0", but the Assets.car file in the framework bundle is too big that I can not accept! I know the Xcode compiles the Assets.xcassets use this command line:/Applications/Xcode.app/Contents/Developer/usr/bin/actool Assets.xcassets --compile build --platform iphoneos --minimum-deployment-target 9.0it can build multiple version png with the same png for different iPhone, I guess that causes the Assets.car big, can I use only one version png for all iPhone platform which iOS version ">=iOS 9.0"?thanks a lot!
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Apr ’20
Can I use GLKBaseEffect develop a macosx OpenGL App?
Hi: I am studying OpenGL on macosx and studying OpenGLES on iOS, on the iOS, I can use the GLKBaseEffect to develop a OpenGLES app and It worked very well, here is my code which for iOS platform.#import "ViewController.h" @interface ViewController () @end @implementation ViewController @synthesize baseEffect; ////////////////////////////////// // This data type is used to store information for each vertex typedef struct { GLKVector3 positionCoords; } SceneVertex; static const SceneVertex vertices[] = { {{-0.5f, -0.5f, 0.0}}, // lower left corner {{0.5f, -0.5f, 0.0}}, // lower right corner {{-0.5f, 0.5f, 0.0}} // upper left corner }; ////////////////////////////////////////////////////// // Called when the view controller's view is loaded // Perform initialization before the view is asked to draw - (void)viewDidLoad { [super viewDidLoad]; // Verify the type of view created automatically by the // Interface Builder storyboard GLKView *view = (GLKView *)self.view; NSAssert([view isKindOfClass:[GLKView class]], @"View controller's view is not a GLKView"); // Create an OpenGL ES 2.0 context and provide it to the // view view.context = [[EAGLContext alloc]initWithAPI:kEAGLRenderingAPIOpenGLES2]; // Make the new context current [EAGLContext setCurrentContext:view.context]; // Create a base effect that provides standard OpenGL ES 2.0 // Shading Language programs and set constants to be used for // all subsequent rendering self.baseEffect = [[GLKBaseEffect alloc]init]; self.baseEffect.useConstantColor = GL_TRUE; self.baseEffect.constantColor = GLKVector4Make(1.0f, 1.0f, 1.0f, 1.0f); // Set the background color stored in the current context; glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // background color // Generate, bind , and initialize contents of a buffer // stored in GPU memory glGenBuffers(1, // STEP 1 &vertexBufferID); glBindBuffer(GL_ARRAY_BUFFER, // STEP 2 vertexBufferID); glBufferData( // STEP 3 GL_ARRAY_BUFFER, // Initialize buffer contentw sizeof(vertices), // Number of bytes to copy vertices, // Address of bytes to copy GL_STATIC_DRAW); // Hint: cache in GPU memory } /////////////////////////////////////////////////////// // GLKView delegate method: Called by the view controller's view // whenever Cocoa Touch asks the view controller;s view to // draw itself. (In this case, render into a frame buffer that // shares memory with a Core Animation Layer) -(void)glkView:(GLKView *)view drawInRect:(CGRect)rect{ [self.baseEffect prepareToDraw]; // Clear Frame Buffer (erase previous drawing) glClear(GL_COLOR_BUFFER_BIT); // Enable use if position from bound vertex buffer glEnableVertexAttribArray( // STEP 4 GLKVertexAttribPosition); glVertexAttribPointer( // STEP 5 GLKVertexAttribPosition, 3, // three components per vertex GL_FLOAT, // data is floating point GL_FALSE, // no fixex point scalling sizeof(SceneVertex), // no gaps in data NULL); // NULL tells GPU to start at beginning of bound buffer // Draw triangles using the first three vertices in the // currently bound vertex buffer glDrawArrays(GL_TRIANGLES, // STEP 6 0, // Start with first vertex in currently bound buffer 3); // Use three vertices from currently bound buffer }so I tried use the GLKBaseEffect to render the macosx OpenGL app,here is the code for macosx platform:// // MyOpenGLView.h // OpenGLES_Ch6_1_MacOSX // // Created by LEE on 1/16/20. // Copyright © 2020 LEE. All rights reserved. // #import <Cocoa/Cocoa.h> #import <GLKit/GLKit.h> @class AGLKVertexAttribArrayBuffer; NS_ASSUME_NONNULL_BEGIN @interface MyOpenGLView : NSOpenGLView @end NS_ASSUME_NONNULL_END// // MyOpenGLView.m // OpenGLES_Ch6_1_MacOSX // // Created by LEE on 1/16/20. // Copyright © 2020 LEE. All rights reserved. // #import "MyOpenGLView.h" #import <OpenGL/gl.h> #import "SceneCarModel.h" #import "SceneRinkModel.h" @interface MyOpenGLView () { GLuint _program; GLuint vertexBufferID; } @property (strong,nonatomic) GLKBaseEffect *baseEffect; @end @implementation MyOpenGLView @synthesize baseEffect; ////////////////////////////////////////////////////////////////// // GLSL program uniform indices. enum{ UNIFORM_MODELVIEWPROJECTION_MATRIX, USECONSTANTCOLOR, NUM_UNIFORMS }; //////////////////////////////////////////////////////////////// // GLSL program uniform IDs. GLint uniforms[NUM_UNIFORMS]; typedef struct { GLKVector3 positionCoords; } SceneVertex; static const SceneVertex vertices[] = { {{-0.5f, -0.5f, 0.0}}, // lower left corner {{0.5f, -0.5f, 0.0}}, // lower right corner {{-0.5f, 0.5f, 0.0}} // upper left corner }; -(instancetype)initWithCoder:(NSCoder *)coder{ if (self = [super initWithCoder:coder]) { [self.openGLContext makeCurrentContext]; self.baseEffect = [[GLKBaseEffect alloc]init]; self.baseEffect.useConstantColor = GL_TRUE; self.baseEffect.constantColor = GLKVector4Make(0.0f, 1.0f, 1.0f, 1.0f); // Create a base effect that provides standard OpenGL ES 2.0 // Shading Language programs and set constants to be used for // all subsequent rendering // Set the background color stored in the current context; glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // background color // Generate, bind , and initialize contents of a buffer // stored in GPU memory glGenBuffers(1, // STEP 1 &vertexBufferID); glBindBuffer(GL_ARRAY_BUFFER, // STEP 2 vertexBufferID); glBufferData( // STEP 3 GL_ARRAY_BUFFER, // Initialize buffer contentw sizeof(vertices), // Number of bytes to copy vertices, // Address of bytes to copy GL_STATIC_DRAW); // Hint: cache in GPU memory } return self; } -(void)drawRect:(NSRect)dirtyRect{ [super drawRect:dirtyRect]; // glFinish(); } -(void)update{ // [super update]; [self.baseEffect prepareToDraw]; // Clear Frame Buffer (erase previous drawing) glClear(GL_COLOR_BUFFER_BIT); // Enable use if position from bound vertex buffer glEnableVertexAttribArray( // STEP 4 GLKVertexAttribPosition); glVertexAttribPointer( // STEP 5 GLKVertexAttribPosition, 3, // three components per vertex GL_FLOAT, // data is floating point GL_FALSE, // no fixex point scalling sizeof(SceneVertex), // no gaps in data NULL); // NULL tells GPU to start at beginning of bound buffer // Draw triangles using the first three vertices in the // currently bound vertex buffer glDrawArrays(GL_TRIANGLES, // STEP 6 0, // Start with first vertex in currently bound buffer 3); // Use three vertices from currently bound buffer glFinish(); } @endit's seems the GLKBaseEffect not work on the macosx OpenGL app, I don't why! could you give me some suggestion, thanks a lot!
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Jan ’20