OpenGL, primitives with opacity without visible overlap - iphone

I'm trying to draw semi-transparent primitives (lines, circles) in OpenGL ES using Cocos2d but can't avoid the visible overlap regions. Does anyone know how to solve this?

This is a problem you usually come across pretty often, even in 3D.
I'm not too familiar with Cocos2D, but one way to solve this in generic OpenGL is to fill the framebuffer with your desired alpha channel, switch the blending mode to glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA) and draw the rectangles. The idea behind this is that you draw a rectangle with the desired transparency which is taken from the framebuffer, but in the progress mask the area you've drawn to so that your subsequent rectangles will be masked there.
Another approach is to render the whole thing to a texture or assemble the shape using polygons that don't overlap.
I'm not sure whether Cocos2D supports any of theseā€¦

I do not know what capabilities Cocos2D specifically provides, but I can see two options,
One, do not overlap like that, but rather construct more complex geometry such that each pixel is only covered once,
Two, use stencil buffer to create a mask as you draw, and to reject any pixels that are already masked.

Related

Unity3D - Make texture edges not stretch

I've been searching around for this one for a bit, and unfortunately I can't seem to find any good, consistent results. So, in the Unity UI system, buttons can stretch without becoming pixelated or distorted. This is because the texture is split up into 9 parts - the corners, middle, and sides.
This works because the button's middle and sides are stretched, but not the corners. Then, the button appears not pixelated, at any dimension.
So, the question is as follows: How can I do the same thing for a transparent, unlit texture in 3D space? I have a speech bubble texture on a flat plane that I know how to re-scale to fit the text in the speech bubble.
I've set the texture type to Multiple Sprite, and divided it up into 9 parts. However, I cannot seem to find where I can set the texture to act like the UI button does, and I'm not sure that this is even possible in this way in 3D space.
Is there a way, or should I just make the different parts of the texture different objects, and move them together? That would seem very inefficient and ugly compared to this.
To accomplish what you are asking, you would need to create tiles for this speech bubble and then write a script that procedurally builds a speech bubble based on the plane's scale value. You could also try just changing the texture's Filter Mode to Point.
However I really don't think you should be using textures for this anyway. Why not just use a Unity Canvas and set the Render Mode to World Space? Then you can just set your text box to be a sprite, not a texture, and set its filter mode to Point (See below). This would also make it a lot easier for when you want there to be text in the speech bubble later on.

How to modify a bound texture in OpenGL ES 1.1

My platform is iPhone - OpenGL ES 1.1
I'm looking for the tutorial about modifying or drawing to a texture.
For example:
I have a background texture: (Just blank blue-white gradiant image)
and a object texture:
I need to draw the object to background many times so to optimize the performance I want to draw it to the background texture like this:
does anyone know the fastest way to do this ?
Thanks a lot !
Do you want to draw it into the background texture, and then keep that, or overlay it, or what? I'm not entirely sure the question.
To draw onto the background and then reuse that, you'll want to create another texture, or a pbuffer/fbo, and bind that. Draw a full-screen quad with your background image, then draw additional quads with the overlays as needed. The bound texture should then have the results, composited as necessary, and can be used as a texture or copied into a file. This is typically known as render-to-texture, and is commonly used to combine images or other dynamic image effects.
To optimize the performance here, you'll want to reuse the texture containing the final results. This will reduce the render cost from whatever it may have been (1 background + 4 faces) to a single background draw.
Edit: This article seems to have a rather good breakdown of OpenGL ES RTT. Some good information in this one as well, though not ES-specific.
To overlay the decals, you simply need to draw them over the background. This is the same drawing method as in RTT, but without binding a texture as the render target. This will not persist, it exists only in the backbuffer, but will give the same effect.
To optimize this method, you'll want to batch drawing the decals as much as possible. Assuming they all have the same properties and source texture, this is pretty easy. Bind all the textures and set properties as needed, fill a chunk of memory with the corners, and just draw a lot of quads. You can also draw them individually, in immediate mode, but this is somewhat more expensive.

iPhone OpenGL ES draw nice lines

In my iPhone application, many lines are drawn. Alas, some of them are neither vertical nor horizontal, meaning that they have jagged edges.
Enabling GL_LINE_SMOOTH seems to have no effect. Multisample antialiasing as described in Apple's documentation works, but I can't imagine that it's impossible to make nicer looking lines. With the antialiasing the line becomes smooth but the color is distorted along sections of the line.
Using OpenGL, how can you draw a line that looks like a line drawn by Quartz-2D, with a smooth border, consistent color, and variable width?
(To be clear, GL_LINE_WIDTH works perfectly, so variable width is not currently an issue.)
This is a common problem in 3D graphics. Most graphics cards are usually more concerned about fill rate and speed than visual quality in their basic geometry rendering. They use the Bresenham algorithm to draw lines and polygons, which does not support anti aliasing.
Opting for speed rather than visual quality is actually quite reasonable for a 3D API, since most of the visual detail eventually arises from the use of textures (which are interpolated) rather than from the geometry.
My suggestion would be to activate multi-sampling, or doing FSAA by hand using the accumulation buffer (if that's available under OpenGL ES). Or you could try to draw multiple lines with some transparency jittered around the intended coordinates.
In addition to what Fabian said, it may be that you just have to enable alpha blending for line smooth to show an effect, by calling
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);

Iphone/Ipad : What is the fastest way to draw an irregular polygon in a rectangle?

I have to draw the following shape in a rectangle. What is the best way to do it? The blue areas are the background color. The black is a border and the red is the interior color. I want to paint the black and red only.
Thanks
It totally depends on how you would use the shape; whether they will move, how many of them will be displayed, whether they will be scaled while being displayed, etc.
In general, OpenGL ES is considered to be the fastest way of drawing on iOS devices. However, if you have only a small number of those shape (say, <10~100?) and the other part of the application does not have a lot of fast animations Quart 2D is usually enough in terms of drawing, in order to, say, achieve a 30/60Hz drawing rate.
How you use Quartz2D still matters a lot. If you need to redraw the shapes frequently, you would need to draw the shape on CALayers, and rather than redrawing the shapes, you should move and transform the layers.
Comparing drawing as a bitmap and a vector shape, I believe both would work fine for this kind of shape (especially because you would not redraw the shape so often, but only work with the layer on which the image already is drawn). But if your shapes are scaled frequently, you would consider vector images for the quality of the image.
To summarize, learn (if you don't already know) how to draw into a graphics context first (see Drawing and Printing Guide for iOS). You should be able to draw a simple vector shape or a bitmap image by overriding drawRect or similar methods inside a UIView object. Then if you need to animate those shapes, learn how to create a CALayer and draw on the layer (see Core Animation Programming Guide). Finally, if you need to create many duplicates of the shape on the screen, learn how to use CGLayer to replicate an image (see Quartz 2D Programming Guide).

How can I draw 3D model outlines on the iPhone? (OpenGL ES)

I've got a pretty simple situation that calls for something I don't know how to do without a stencil buffer (which is not supported on the iPhone).
Basically, I've got a 3D model that gets drawn behind an image. I want an outline of that model to be drawn on top of it at all times. So when it's behind the image, you can see its outline, and when its not behind the image you can see a model with an outline.
An option to simply get an outline working would be to draw a wireframe of the model with thick lines and a z offset, then draw the regular model on top of it. The problem with this is obviously that I need the outline to be drawn after the model.
This method needs to be fast, as I'm already pushing a lot of polygons around - full-on drawing of the model again in one way or another is not really desired.
Also, is there any way to find out whether my model can be seen at the moment? That is, whether or not the image over top has an opaque section at the position of the model, or if it has a transparent section. If I can figure this out (again, very quickly), then I can just draw a wireframe instead of a textured model, depending on if it's visible.
Any ideas here? Thanks.
most of the time you can re-create stencil effects using the alpha channel and render-to-texture if you think about it ...
http://research.microsoft.com/en-us/um/people/hoppe/proj/silmap/ Is a technical paper on the matter. Hopefully there's an easier way for you to accomplish this ;)
Here is a general option that might produce the effect you want (I have experience with OGL, but not iPhone):
Method 1
Render object to texture as pure white, separate from scene. This will produce a white mask where the object would be rendered.
Either draw this directly to the screen with alpha fade for a "full object", or if you're intent on your outlines, you could try rendering THIS texture to another texture, slightly enlarged, then render the original "full object" shading over this enlarged texture as pure black. This will create a sort of outline texture that you could render over the top of the scene.
Method 2
Edit out. Just read the "no stencil buffer" stipulation.
Does that help?