News for hackers. Stuff that matters.

atnan

Re:How about some Android graphics true facts? on Monday December 05, 2011 @09:10PM (#3317470)
Indeed, Apple's Mac OS X QuartzGL framework (GPU accelerated drawing/rasterisation) is slower than the equivalent CPU-based Quartz framework in may cases.

You're being shafted by downvoters who don't really know what they're talking about.

Re:How about some Android graphics true facts? on Sunday December 04, 2011 @08:15AM (#3310602)
Turning on hardware acceleration doesn't cause all Android views to be FBO-backed. You still need to toggle the layerType to LAYER_TYPE_HARDWARE on each view, as far as I'm aware. I think the G+ post is a little disingenuous in that regard.

Google suggests toggling between LAYER_TYPE_NONE & LAYER_TYPE_HARDWARE pre/post animations. This need to actively manage view cache behaviour probably leads to developers being unaware of what to do.

If you're only interested in the canvas-based ASM/C++ walkthrough, you'll find it here:

http://overbyte.com.au/misc/Lesson2/asmVScppL2.html

This is why the graphics APIs are C.

Also, if you're calling an Objective-C method and dynamic dispatch is causing measurable performance issues, you can cache a pointer to the C function that backs the method (called the IMP) via the class_getMethodImplementation() runtime API.

Re:Apple's Supply Chain Secret on Saturday November 05, 2011 @06:02AM (#3199423)
The security at WWDC are Apple employees, according to the one I asked at WWDC08.
Re:Enabling & using WebGL on iOS 4.2+ on Thursday November 03, 2011 @10:54PM (#3194769)
TN2239 is invaluable for debugging and digging through things you shouldn't necessarily be poking around in :-)
Re:Enabling & using WebGL on iOS 4.2+ on Thursday November 03, 2011 @03:23AM (#3190685)
For that you'd probably want to dig into WebKit.framework — the private WebPluginController & WebPluginDatabase classes look rather interesting.
Re:Enabling & using WebGL on iOS 4.2+ on Thursday November 03, 2011 @03:15AM (#3190667)
Hi Ryan,

That's pretty neat! An unfortunate side effect is that running Mobile Safari unsigned negates the 'dynamic-codesigning' entitlement, which means that Nitro is disabled.

That said, a WebGL-enabled UIWebView running in your own app will also not be Nitro-enabled. I've run the PhiloGL spinning world demo on my device and it's running at 40fps, so simpler demos may be possible without a Nitro to boost things a bit.

Cheers,

Nathan

Re:Enabling & using WebGL on iOS 4.2+ on Thursday November 03, 2011 @01:49AM (#3190494)
The argument that WebGL "competes" with OpenGL-ES, to the detriment of Apple, makes very little sense to me.

You only need to look at the number of engineers Apple has contributing to WebKit & new web standards (CSS transitions & animations, WebGL etc.).