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		<title><![CDATA[Maratis forum - Fullscreen shaders and effects.]]></title>
		<link>http://forum.maratis3d.com/viewtopic.php?id=300</link>
		<description><![CDATA[The most recent posts in Fullscreen shaders and effects..]]></description>
		<lastBuildDate>Thu, 06 Sep 2012 06:21:03 +0000</lastBuildDate>
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			<title><![CDATA[Re: Fullscreen shaders and effects.]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=2516#p2516</link>
			<description><![CDATA[<p>Thanks!<br />From which object should I obtain the current FPS?</p><p>About post-processing:<br />Since I used&nbsp; SCREEN_WIDTH * SCREEN_HEIGHT&nbsp; (768 * 1204 on iPad , 640*960 on&nbsp; Retina iPhone )&nbsp; as texture dimensions, I added<br /></p><div class="codebox"><pre><code>render-&gt;setTextureUWrapMode(M_WRAP_CLAMP);
render-&gt;setTextureVWrapMode(M_WRAP_CLAMP);</code></pre></div><p>in <br /></p><div class="codebox"><pre><code>render-&gt;createTexture(&amp;m_depthTextureId);
render-&gt;bindTexture(m_depthTextureId);
render-&gt;setTextureFilterMode(M_TEX_FILTER_NEAREST, M_TEX_FILTER_NEAREST);
render-&gt;texImage(0, SCREEN_WIDTH, SCREEN_HEIGHT, M_UINT, M_DEPTH, 0);</code></pre></div><p>after render-&gt;bindTexture(m_depthTextureId);</p>]]></description>
			<author><![CDATA[dummy@example.com (Petr)]]></author>
			<pubDate>Thu, 06 Sep 2012 06:21:03 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=2516#p2516</guid>
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			<title><![CDATA[Re: Fullscreen shaders and effects.]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=2515#p2515</link>
			<description><![CDATA[<p>To draw text on top of your game you can use a text object (MOText) in a separate scene.</p><p>In cpp like this : <a href="http://www.maratis3d.org/?p=563">http://www.maratis3d.org/?p=563</a><br />Or in script (it&#039;s a new feature) : <a href="http://wiki.maratis3d.org/index.php?title=EnableCameraLayer">http://wiki.maratis3d.org/index.php?tit &#133; ameraLayer</a></p>]]></description>
			<author><![CDATA[dummy@example.com (anael)]]></author>
			<pubDate>Wed, 05 Sep 2012 15:02:22 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=2515#p2515</guid>
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			<title><![CDATA[Re: Fullscreen shaders and effects.]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=2514#p2514</link>
			<description><![CDATA[<p><span class="postimg"><img src="http://desmond.imageshack.us/Himg825/scaled.php?server=825&amp;filename=photo2htu.png&amp;res=landing" alt="DoF screenshot" /></span></p><p>About performance - what is the best way to display FPS on screen?<br />I want to see it during development of my app.<br />Other statistics are also useful.</p>]]></description>
			<author><![CDATA[dummy@example.com (Petr)]]></author>
			<pubDate>Wed, 05 Sep 2012 14:52:07 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=2514#p2514</guid>
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			<title><![CDATA[Re: Fullscreen shaders and effects.]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=2507#p2507</link>
			<description><![CDATA[<p>Cool ! can we see a screenshot ? <img src="http://forum.maratis3d.com/img/smilies/smile.png" width="15" height="15" alt="smile" /><br />how is the performance ?</p>]]></description>
			<author><![CDATA[dummy@example.com (anael)]]></author>
			<pubDate>Wed, 05 Sep 2012 10:37:01 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=2507#p2507</guid>
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			<title><![CDATA[Re: Fullscreen shaders and effects.]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=2503#p2503</link>
			<description><![CDATA[<p>I added post-process DoF to iOS example.</p>]]></description>
			<author><![CDATA[dummy@example.com (Petr)]]></author>
			<pubDate>Wed, 05 Sep 2012 08:26:20 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=2503#p2503</guid>
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			<title><![CDATA[Re: Fullscreen shaders and effects.]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=2501#p2501</link>
			<description><![CDATA[<p>Nice, thanks,<br />I&#039;ll try to modify all examples to use M_UINT to be cross platform.</p>]]></description>
			<author><![CDATA[dummy@example.com (anael)]]></author>
			<pubDate>Tue, 04 Sep 2012 09:53:08 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=2501#p2501</guid>
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			<title><![CDATA[Re: Fullscreen shaders and effects.]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=2495#p2495</link>
			<description><![CDATA[<p>Ok<br />For retina support I added&nbsp; &nbsp;<br />self.contentScaleFactor&nbsp; = [UIScreen mainScreen].scale; <br />&nbsp; in&nbsp; initRenderingContext in EAGLView, </p><p>#define SCREEN_WIDTH ( [UIScreen mainScreen].bounds.size.width * [UIScreen mainScreen].scale)<br />#define SCREEN_HEIGHT ([UIScreen mainScreen].bounds.size.height * [UIScreen mainScreen].scale)<br />to MyGame , and change all occurrences of screenWidth/ screenHeight and RESOL macro with these macroses.<br />Its now works on Retina.</p><p>I&#039;ve also found a bug on iPad 1 with iOS 4.3.3, where short after launches program crashes with EXC_BAD_ACCESS.<br />I will deploy my app on 5.* and newer firmwares, so I leave this bug for now.</p>]]></description>
			<author><![CDATA[dummy@example.com (Petr)]]></author>
			<pubDate>Mon, 03 Sep 2012 14:21:26 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=2495#p2495</guid>
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			<title><![CDATA[Re: Fullscreen shaders and effects.]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=2494#p2494</link>
			<description><![CDATA[<p>Hi,</p><p>well done, thanks,<br />that&#039;s a bit strange they changed the support of this,<br />so it will also need to be changed in MiOSStandardRenderer.cpp for the shadow texture</p>]]></description>
			<author><![CDATA[dummy@example.com (anael)]]></author>
			<pubDate>Mon, 03 Sep 2012 13:58:25 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=2494#p2494</guid>
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			<title><![CDATA[Re: Fullscreen shaders and effects.]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=2493#p2493</link>
			<description><![CDATA[<p>I change M_UBYTE&nbsp; to M_UINT<br /> render-&gt;texImage(0, RESOL, RESOL, M_UBYTE, M_DEPTH, 0); , and program began to work.<br />Now project works on 4.3.3 and 5.1 devices, and on simulator.<br />On Retina display, image takes only quarter of screen. <br />I will fix this now, and then I&#039;ll start to add Depth of Field to this app</p>]]></description>
			<author><![CDATA[dummy@example.com (Petr)]]></author>
			<pubDate>Mon, 03 Sep 2012 13:22:38 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=2493#p2493</guid>
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			<title><![CDATA[Re: Fullscreen shaders and effects.]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=2491#p2491</link>
			<description><![CDATA[<p>I add&nbsp; &nbsp; &nbsp; &nbsp;glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);&nbsp; &nbsp; at start of the resizeFromLayer:&nbsp; , and buffers are created&nbsp; on 5.*<br />Now I have to deal with&nbsp; 0x500 in&nbsp; &nbsp; &nbsp; &nbsp; render-&gt;texImage(0, RESOL, RESOL, M_UBYTE, M_DEPTH, 0); in MyGame.</p>]]></description>
			<author><![CDATA[dummy@example.com (Petr)]]></author>
			<pubDate>Mon, 03 Sep 2012 09:52:12 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=2491#p2491</guid>
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			<title><![CDATA[Re: Fullscreen shaders and effects.]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=2490#p2490</link>
			<description><![CDATA[<p>I&#039;ve found that <br />glCheckFramebufferStatus(GL_FRAMEBUFFER)&nbsp; returns error after<br /></p><div class="codebox"><pre><code>glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER fromDrawable:layer];</code></pre></div><p> <br />in resizeFromLayer: in ES2Renderer.</p>]]></description>
			<author><![CDATA[dummy@example.com (Petr)]]></author>
			<pubDate>Mon, 03 Sep 2012 09:05:32 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=2490#p2490</guid>
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			<title><![CDATA[Re: Fullscreen shaders and effects.]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=2489#p2489</link>
			<description><![CDATA[<p>I not found the error for now. <br />I tried to compare initialization code in maratis ios project with initialization code in Cocos2D v 2.0.<br />In Cocos2d 2.0 init and creation of ramebuffer (with depth attachment) is ok both on 4.* and on 5.*.<br />Code in both projects looks equally, but in maratis I still have &quot; Failed to make complete framebuffer object 8cdd&quot; in glCheckFramebufferStatus(GL_FRAMEBUFFER).<br />I think that reason may be in maratis 3d code, which executed between calls to [ES2Renderer init] and [ES2Renderer resizeFromLayer:]<br />I will try to find it now.</p>]]></description>
			<author><![CDATA[dummy@example.com (Petr)]]></author>
			<pubDate>Mon, 03 Sep 2012 08:13:15 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=2489#p2489</guid>
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			<title><![CDATA[Re: Fullscreen shaders and effects.]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=2480#p2480</link>
			<description><![CDATA[<p>On iOS 5.* I also get 0x8cdd (GL_FRAMEBUFFER_UNSUPPORTED) in glCheckFramebufferStatus(GL_FRAMEBUFFER)&nbsp; in <br /></p><div class="codebox"><pre><code>- (BOOL) resizeFromLayer:(CAEAGLLayer *)layer;</code></pre></div><p>in ES2Renderer.mm.</p>]]></description>
			<author><![CDATA[dummy@example.com (Petr)]]></author>
			<pubDate>Fri, 31 Aug 2012 13:43:58 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=2480#p2480</guid>
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			<title><![CDATA[Re: Fullscreen shaders and effects.]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=2479#p2479</link>
			<description><![CDATA[<p>On 4.3 devices all is ok.<br />On iPhone 4 (with retina display) image occupies a quarter of the screen (I think I must set contentScalFactor somewhere)</p>]]></description>
			<author><![CDATA[dummy@example.com (Petr)]]></author>
			<pubDate>Fri, 31 Aug 2012 13:03:39 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=2479#p2479</guid>
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			<title><![CDATA[Re: Fullscreen shaders and effects.]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=2478#p2478</link>
			<description><![CDATA[<p>thanks</p>]]></description>
			<author><![CDATA[dummy@example.com (anael)]]></author>
			<pubDate>Fri, 31 Aug 2012 12:54:59 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=2478#p2478</guid>
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