// How iOS app MVC works

View, Window,

AppDelegate

ViewController, RootViewController

// On Pixel VS Point

The 'point' (pt) on the other hand is a unit of length, commonly used to measure the height of a font, but technically capable of measuring any length. In applications, 1pt is equal to exactly 1/72th of an inch; in traditional print technically 72pt is 0.996264 inches, although I think you'll be forgiven for rounding it up!

How many pixels = 1pt depends on the resolution of your image. If your image is 72ppi (pixels per inch), then one point will equal exactly one pixel.

Framebuffer, Renderbuffer

iOS works in points - not pixels. This is to make it easier to work with sizing and position with different scale displays.

Eg: an iPhone 3Gs at 1x scale has a width of 320 points (which happens to coincide with 320 pixels that the display physically has), then iPhone 4 came along with the retina display (at 2x scale) where its width is still 320 points, but works out to be 640 physical pixels. The screen renders the UI twice the size as the 3Gs, but fit its into the same physical space. Because of the increased pixel density, this increases the quality of the display.

The Frame Buffer object is not actually a buffer, but an aggregator object that contains one or more attachments, which by their turn, are the actual buffers. You can understand the Frame Buffer as C structure where every member is a pointer to a buffer. Without any attachment, a Frame Buffer object has very low footprint.

Now each buffer attached to a Frame Buffer can be a Render Buffer or a texture.

The Render Buffer is an actual buffer (an array of bytes, or integers, or pixels). The Render Buffer stores pixel values in native format, so it's optimized for offscreen rendering. In other words, drawing to a Render Buffer can be much faster than drawing to a texture. The drawback is that pixels uses a native, implementation-dependent format, so that reading from a Render Buffer is much harder than reading from a texture. Nevertheless, once a Render Buffer has been painted, one can copy its content directly to screen (or to other Render Buffer, I guess), very quickly using pixel transfer operations. This means that a Render Buffer can be used to efficiently implement the double buffer pattern that you mentioned.

Render Buffers are a relatively new concept. Before them, a Frame Buffer was used to render to a texture, which can be slower because a texture uses a standard format. It is still possible to render to a texture, and that's quite useful when one needs to perform multiple passes over each pixel to build a scene, or to draw a scene on a surface of another scene!

The OpenGL wiki has this page that shows more details and links.

Apple/Xcode/objectiveC:

[context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:layer];

https://developer.apple.com/library/ios/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/WorkingwithOpenGLESContexts/WorkingwithOpenGLESContexts.html

Pixel VS Point, FrameBuffer VS RenderBuffer的更多相关文章

  1. 嵌入式Linux基于framebuffer的jpeg格式本地LCD屏显示

    在基于Linux的视频监控采集系统中,摄像头采集到的一帧视频图像数据一般都是经过硬件自动压缩成jpeg格式的,然后再保存到摄像头设备的缓冲区.如果要把采集到的jpeg格式显示在本地LCD屏上,由于我们 ...

  2. CSharpGL(0)一个易学易用的C#版OpenGL

    +BIT祝威+悄悄在此留下版了个权的信说: CSharpGL(0)一个易学易用的C#版OpenGL CSharpGL是我受到SharpGL的启发,在整理了SharpGL,GLM,SharpFont等开 ...

  3. Cesium原理篇:6 Render模块(4: FBO)

    Cesium不仅仅提供了FBO,也就是Framebuffer类,而且整个渲染过程都是在FBO中进行的.FBO,中文就是帧缓冲区,通常都属于高级用法,但其实,如果你了解了它的基本原理后,用起来还是很简单 ...

  4. A trip through the Graphics Pipeline 2011_09_Pixel processing – “join phase”

    Welcome back!    This post deals with the second half of pixel processing, the “join phase”. The pre ...

  5. OpenGL ES 响应屏幕旋转 iOS

    iOS下使用OpenGL 如果使用GLKit View 那么不用担心屏幕旋转的问题,说明如下: If you change the size, scale factor, or drawable pr ...

  6. iOS 创建OpenGL 环境的思考

    关于如何从头开始创建环境,可以参考大神的博文OpenGL ES 3.0 数据可视化 0:Hello world,本文只是补充一些我在实践中的一些思考. CAEAGLLayer If you plan ...

  7. [自制操作系统] BMP格式文件读取&图形界面系统框架/应用接口设计

    本文将介绍在本人JOS中实现的简单图形界面应用程序接口,应用程序启动器,以及一些利用了图形界面的示例应用程序. 本文主要涉及以下部分: 内核/用户RW/RW调色板framebuffer共享区域 8bi ...

  8. [自制操作系统] 图形界面&VBE工具&MMIO显存&图形库/字库

    本文记录了在JOS(或在任意OS)上实现图形界面的方法与一些图形库的实现. 本文中支持的新特性: 支持基本图形显示 支持中英文显示(中英文点阵字库) 相关:VBE VESA MMIO 点阵字库 Git ...

  9. x264源代码简单分析:编码器主干部分-2

    ===================================================== H.264源代码分析文章列表: [编码 - x264] x264源代码简单分析:概述 x26 ...

随机推荐

  1. POJ 2229 Sumsets

    Sumsets Time Limit: 2000MS   Memory Limit: 200000K Total Submissions: 11892   Accepted: 4782 Descrip ...

  2. UITableViewCell里面separator的设置

    最近cell显示的时候左边一直有15个像素的偏移,查了下面的方法 //1. 不管用 [self.tableView setSeparatorInset:UIEdgeInsetsZero]; // 2. ...

  3. zynq学习01 新建一个Helloworld工程

    1,好早买了块FPGA板,zynq 7010 .终极目标是完成相机图像采集及处理.一个Window C++程序猿才开始学FPGA,一个小菜鸟,准备转行. 2,关于这块板,卖家的官方资料学起来没劲.推荐 ...

  4. No module named * 但是已经安装了找不到解决办法

    错误现象,把\Lib\site-packages下的安装包挪动位置到新的位置后(多个Python.exe运行位置)引起这类错误 No module named * 但是已经安装了 解决过程,先试图卸载 ...

  5. Titanium studio安装

    在Win7 Titanium Studio的安装过程. 1.准备工作 Titanium存储空间的要求,Titanium Studio 需要1 GB.Android SDK需要1.5 GB.Blackb ...

  6. 【转】 Easy RadControl 之 RadGridView(Silverlight)

    1.不显示第1列即列指示器(Row Indicators) 在 telerik:RadGridView中设置属性   RowIndicatorVisibility="Collapsed&qu ...

  7. 如何处理C#的HttpWebResponse的GetResponse中的超时异常

    程序中,有时会遇到超时的异常,需要进行处理,用一般的try...catch(Exception ex)...会发现ex没有status属性,此时使用WebException捕获异常: try { re ...

  8. 关于 DWZ 弹出框

    1.弹出框 <a name="***" class="***" href="${** }/***.do?action=***&属性=${ ...

  9. Schedule 学习

    现在做的项目都有用到Schedule,现在用一点时间来总结. 一.首先要到Nuget中下载Quartz.net. 二.下载下来了,你需要对它进行配置,使它能给你正常的使用. 三.在Global.asa ...

  10. jquery 触发/失去焦点事件例子详解

    触发焦点: $("Element").focus() 触发每一个匹配元素获得焦点事件. $("Element").focus(function) 事件会在获得焦 ...