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Showing posts from December, 2011

LLVM introduction

LLVM introduction View more presentations from Jim Huang Getting Started with the LLVM System http://llvm.org/docs/GettingStarted.html   Getting Started: Building and Running Clang http://clang.llvm.org/get_started.html

Google: Native Client Getting Started

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Getting Started: https://developers.google.com/native-client/devguide/tutorial OpenGL tutorial http://www.gamedevblog.com/2011/07/native-client-opengl-tutorial.html

Google: Native Client

Support the x86-32, x86-64 and ARM instruction sets. NaCl started as a downloadable NPAPI plugin for multiple browsers, including Firefox, Safari, Opera and Chrome and was designed to transparently load and run other NPAPI plugins compiled as nexes. http://www.chromium.org/nativeclient/getting-started/getting-started-background-and-basics Download sdk: https://developers.google.com/native-client/sdk/download Native Client: A Sandbox for Portable, Untrusted x86 Native Code: http://static.googleusercontent.com/external_content/untrusted_dlcp/research.google.com/zh-TW//pubs/archive/34913.pdf

Problem of Titanium sdk install Android SDK

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Install Android SDK to Titanium in windows you may occur some problem: Could not loacate the android sdk titantium Add empty folder "android-7" into "$ANDROID_SDK/platforms/", copy your android sdk folder's content into "android-7". ( for ex: "android-13" to "android-7" ) [ ERROR ] Required jarsigner not found [ ERROR ] Required javac not found [ ERROR ] Required java not found [ ERROR ] One or more required files not found - please check your JAVA_HOME environment variable JAVA_HOME = C:\Program Files\Java\jdk1.7.0_01 But JDK is needed 1.6, reinstall JDK 1.6 and set JAVA_HOME = C:\Program Files\Java\jdk1.6.0_29

Optimizing Graphics Performance on iOS/Android

iOS: 遵守可視的vertex數目限制: 40K - iPhone 3GS以後的新裝置(with SGX GPU) 10K - 較舊款的裝置(with MBX GPU) 如果可能要採用lighing shader,vertex lit會是比較好的選擇 盡可能share material,減少不同material的數目 非會移動的物件,指定為靜態物件會帶來最佳化 使用PVRTC格式或是16bit textures 盡量使用single pass pass的效果 盡可能降低shader floating point的精確度 減少使用複雜的shader指令 在pixel shader-pow , sin , cos   盡量避免使用pixel lighting,頂多一盞(推薦方向光為主) 不要使用動態光源當非必要時 -- 使用lightmap會比較好 在pixel shader貼圖使用越少越好 避免用alpha-testing,用alpha-blending取代 非必要時不要使用fog 盡可能使用Occlusion culling以達到節省draw call次數。  使用skyboxes來模擬遠方景物。 Android: 如果可能要採用lighing shader,vertex lit會是比較好的選擇 盡可能share material,減少不同material的數目 非會移動的物件,指定為靜態物件會帶來最佳化 使用ETC1 格式或是16bit textures 使用mipmaps 盡量使用single pass pass的效果 盡可能降低shader floating point的精確度 減少使用複雜的shader指令 在pixel shader-pow , sin , cos   盡量避免使用pixel lighting,頂多一盞(推薦方向光為主) 不要使用動態光源當非必要時 -- 使用lightmap會比較好 在pixel shader貼圖使用越少越好 避免用alpha-testing,用alpha-blending取代 非必要時不要使用fog 盡可能使用Occlusion culling以達到節省draw call次數。  使用skyboxes來模擬遠方景物。 Referenc