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Showing posts from February, 2012

Unity3d: Forward Rendering Path Details

http://unity3d.com/support/documentation/Components/RenderTech-ForwardRendering.html

Titanium iOS/Android cross platform memo

As possible as you can choose non-dependent interface on specific platform.  Be careful the include *.js path.  Localization file at the string.xml file. When you find some item name displayed have problem, you need to check the file first.

JavaScript language advanced Tips & Tricks

http://code.google.com/p/jslibs/wiki/JavascriptTips#Singleton_pattern Java script singleton: http://www.hardcode.nl/subcategory_1/article_526-singleton-examples-in-javascript.htm var Setting =(function(){     var instantiated;     function init (){         // all singleton code goes here         return {             publicWhatever:function(){                 alert('whatever')             },             userID:null,                        setUserID:function( id ) {                 userID = id;             },                        getUserID:function() {                 return userID;             }         }     }     return {         getInstance :function(){             if (!instantiated){                 instantiated = init();             }             return instantiated;         }     } })()

Write data to file in Titanium

var configDir = Titanium.Filesystem.getFile( Titanium.Filesystem.applicationDataDirectory, "dirPath" );             if ( configDir.exists() ) {          configDir.createDirectory();      } var config = Titanium.Filesystem.getFile( configDir.resolve(), "fileName" );             if ( config.write( writeSettingToConfig( userID ) ) == false )     {         // handle write error         var error;     }     config = null;     configDir = null;

FETCHING DATA FROM GOOGLE PLACES API USING TITANIUM

FETCHING DATA FROM GOOGLE PLACES API USING TITANIUM http://boydlee.com/appcelerator-titanium/fetching-data-from-google-places-api-using-titanium.html

Shadow map PCF vs. Variance filter

PCF(Percentage closer filer): Because texture precision is not enough to confirm lossless. Therefore, we can reference the neighbor pattern. I use four corner texel( left-top, right-top, left-bottom, right-bottom) and the current texel.                            float2 texCoord;                            float4 p;                            texCoord.x = shadowPos.x + 1/shadowMapSize;                            texCoord.y = shadowPos.y - 1/shadowMapSize;                            p.x = tex( sm, texCoord );  // left-top                            texCoord.xy = shadowPos.xy + 1/shadowMapSize;                            p.y = tex( sm, texCoord );  // right-top                            texCoord.xy = shadowPos.xy - 1/shadowMapSize;                            p.z = tex( sm, texCoord );  // left-bottom                            texCoord.x = shadowPos.x + 1/shadowMapSize;                            texCoord.y = shadowPos.y - 1/shadowMapSize;                            p.w

iOS vs. Android GPU architecture

 iOS outperform Android for OpenGL apps on the exact same hardware. iOS offers a fast path for OpenGL apps. ( there are no intermediate buffers on iOS, but on Android whose surfaceflinger system will creates an additional copy of the entire screen which need to be copied over the main bus every time you swap buffers)

Get friends checkin from FQL

https://graph.facebook.com/ fql?q=SELECT coords, tagged_uids, page_id, author_uid FROM checkin WHERE author_uid IN (SELECT uid2 FROM friend WHERE uid1 = me()) http://developers.facebook.com/docs/reference/fql/checkin/ We can test the result from  Graph API Explorer http://developers.facebook.com/tools/explorer

Create Facebook app id

https://developers.facebook.com/apps/?action=create