Differences between android framebuffer and linux framebuffer - framebuffer

Are there any differences between android framebuffer and linux framebuffer.
Regards,
Mayank

Android uses standard Linux framebuffer as described here: http://www.kandroid.org/online-pdk/guide/display_drivers.html

Related

Trying to open gamescene in xcode 9.2 on vmware MAC High Sierra but xcode unexpectedlly shut down

I am trying to open Gamescene.sks file in Vmware HighSierra Mac but XCode unexpectedly closes. I have the solution for XCode 8. How to do for Xcode 9.2?
As AlessandroOrnano pointed out, the problem could be due to the video drivers. Since SpriteKit uses GPU, and VMWare cannot use GPU acceleration for macOS, there will be glitches and stuttering wherever the system uses graphics that runs on GPU such as VisualEffect views, rendering 2D or 3D objects in a scene etc. VMWare uses 3D software rendering for all graphics-related activities in macOS, and the fact that SpriteKit needs Hardware acceleration can make it not work at all or crash.

Emulator Camera is not working properly

I want to use the camera in one of my projects. So I'm using the camera of my emulator device but the problem is when the camera is on its show's some weird animation i.e a box is moving all over the screen. What is the solution for this?
Thanks
This is not a problem. This is the default behavior of the Emulator's Camera.
I suggest using any real device to achieve this since there is no way to "simulate camera in the Android emulator using the webcam" except by extensively modifying the Android firmware.
Source
Yes, Emulator camera cannot be used if there is no access to webcam. I have downloaded GenyMotion emulator which solved my problem.
Thank you for your support.

Primitives for the iphone with monogame

I am trying to draw some primitives with monogame. I am using the GraphicsDevice and the DrawUserPrimitives method. Although I can see the rectangle I am drawing in an Android device it is missing on the iPhone simulator. Am I missing something or is drawing primitives on the iPhone with monogame not supported?
Are you using the (develop3D branch)[https://github.com/mono/MonoGame/tree/develop3d]?

OpenGL light direction reversed while drawing into a framebuffer texture

I've got an iPhone (OpenGL ES 1.1) app that does some rendering into textures. I'm setting up a framebuffer object and using glFramebufferTexture2D to attach the texture to it.
Everything works fine except that the light directions are reversed when drawing into this framebuffer object. I'm specifying light directions like this:
float theDirection[4] = { x, y, z, 0 }
glLightf( lightIndex, GL_POSITION, theDirection )
When rendering without the framebuffer object, all my light directions are correct. When rendering with the framebuffer object, I have to negate theDirection for things to look the same.
As a side note, the light directions are also reversed (with or without a framebuffer object) when I'm running on an iPhone 3G with iOS 3.2. If I'm running on an iPhone or iPad on 4.x, the light directions are not reversed.
Any ideas?
Strangely, the solution here was to enable GL_CULL_FACE. If GL_CULL_FACE is disabled in a MonoTouch project using OpenGL ES 1.1, then the GL lighting direction (for a directional GL_LIGHT0) will be negated on some of the devices or OS versions, I'm not sure which.
xcode-based C++ projects do not have this problem. OpenGL ES 1.1 xcode projects light consistently across all devices and OS versions that I've tested regardless of your GL_CULL_FACE setting.
As compared to the result of identical GL code in a C++ xcode project (which is consistent across devices regardless of GL_CULL_FACE), here are the devices that I see inverted lighting happening on in MonoTouch:
iPad running iOS 4.2.1
iOS simulator running iOS 4.2
iPhone4 running iOS 4.2.1
The lighting is correct on my iPhone 3G running iOS 3.1.2.
I posted a bug report to Novell: https://bugzilla.novell.com/show_bug.cgi?id=679896

What image libraries have been ported to the iPhone?

I am researching iPhone image libraries. I am looking for a lightweight image library that will compile on an iPhone. Have any libraries such as ImageMagick been ported? What image libraries would be best suited for the iPhone?
The image library should be suited to do black & white, sepia tone, saturation filters, and more sophisticated effects such as oil painting, etc.
Thank you in advance.
The iPhone SDK comes with a very good image library, Core Graphics. From the SDK Documentation:
The Core Graphics framework is a
C-based API that provides low-level,
lightweight 2D rendering with superb
output fidelity. Use this framework,
which is based on the Quartz drawing
engine, for path-based drawing,
anti-aliased rendering, gradients,
images, color management,
coordinate-space transformations, and
PDF document handling.
Check Out: http://developer.apple.com/iphone/library/navigation/Topics/GraphicsAnimation/index.html
And :http://developer.apple.com/iphone/library/navigation/Frameworks/Media/CoreGraphics/index.html
(Login required for both).
But Core Graphic won't do any of image filtering mention above. That's a part of Core Image, which is apparently missing from iPhone SDK.
I believe there has been some success porting ImageMagick it to iOS:
http://www.imagemagick.org/discourse-server/viewtopic.php?f=4&t=14089