Pixel VS Point, FrameBuffer VS RenderBuffer
// 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
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- [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 ...
- [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 ...
- 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
- JSON简单介绍
//JSON是一种数据格式//JSON比较像php里面的关联数组,它里面存的内容也是key和value成对存在的 JSON写法格式 var js = { "one":"h ...
- Xcode模拟器怎么模拟定位?
new file --->添加一个.gpx文件 打开你的gpx文件,然后修改你想要模拟的经纬度: 运行时选上你刚才的位置
- #1000 A + B (hihoCoder)
时间限制:1000ms 单点时限:1000ms 内存限制:256MB 描述 求两个整数A+B的和 输入 输入包含多组数据.每组数据包含两个整数A(1 ≤ A ≤ 100)和B(1 ≤ A ≤ 100) ...
- Qt之指针与float--setNum使用
案例: quint8 ad[8] = {0,100,150,200,0,220,230,250}; QString str; QString str2; ab = (float)(*((float * ...
- Android APP使用NDK编译后的ffmpeg库出现undefined reference to 'posix_memalign'错误
在android程序中使用NDK编译后的ffmpeg库的时候出现了如下错误: jni/libs/libavutil.a(mem.o): in function av_malloc:libavutil/ ...
- SQL Server 在数据库中查找字符串(不知道表名的情况下 查找字符串)
declare @key varchar(30)set @key = '广州' --替换为要查找的字符串DECLARE @tabName VARCHAR(40),@colName VARCHAR(40 ...
- Counting Bits(Difficulty: Medium)
题目: Given a non negative integer number num. For every numbers i in the range 0 ≤ i ≤ num calculate ...
- ARMLinux下Alignment trap的一些测试 【转自 李迟的专栏 CSDN http://blog.csdn.net/subfate/article/details/7847356
项目中有时会遇到字节对齐的问题,英文为“Alignment trap”,如果直译,意思为“对齐陷阱”,不过这个说法不太好理解,还是直接用英文来表达. ARM平台下一般是4字节对齐,可以参考文后的给出的 ...
- Python中为feedparser设置超时时间教程
python有一个用于解析feed的模块:feedparser,feedparser解析各种feed是非常方便的,唯一比较恼火的是遇到一些badurl,经常会导致堵塞,因此需要为feedparser设 ...
- C语言程序设计第9堂作业
一.本次课主要内容: 本章将散布在前五章中的数据类型和表达式等内容做了归纳性的汇总,本次课需要掌握以下两个方面: (1)本次课通过从数据在计算机内的存储格式入手,介绍整型.字符型.单精度和双精度实型四 ...