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Showing posts from December, 2011

LLVM introduction

LLVM introduction
View more presentations from Jim Huang

Getting Started with the LLVM Systemhttp://llvm.org/docs/GettingStarted.html  

Getting Started: Building and Running Clanghttp://clang.llvm.org/get_started.html

Google: Native Client Getting Started

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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_01But 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。Reference:http://unity3d.com/support/documentation/Manual/Optimizing%20Graphics%20Perform…