What's the difference between these two directories when you recently used studio to discover that drawle-hdpi was not replaced by mipmap-hdpi? There is no difference in use, you use it as a drawable. However, using the MIPMAP system will provide some performance optimizations on the scale. Official Introduction:
Mipmapping for Drawables
Using a mipmap as the source for your bitmap or drawable are a simple-to-provide a quality image and various image scal ES, which can is particul
Q: The recent use of studio found drawle-hdpi are not replaced with the mipmap-hdpi, what is the difference between the two directories, which is better???A:Let me summarize briefly:There is no difference in use, you use it as a drawable.However, using the MIPMAP system will provide some performance optimizations on the scale.Official Introduction:
Mipmapping for Drawables
Using a mipmap as the source for your bitmap or drawable are a simple-to-provide a quality image and various im
http://segmentfault.com/q/1010000002603418There is no difference in use, you use it as a drawable.However, using the MIPMAP system will provide some performance optimizations on the scale.Official Introduction:
Mipmapping for Drawables
Using a mipmap as the source for your bitmap or drawable are a simple-to-provide a quality image and various image scal ES, which can is particularly useful if you expect your image to being scaled during an animation.
Android 4.2 (API level) adde
the fault type quickly. OAMPDU(OAM Protocol Data Units,OAMProtocol Data Unit), the format of this thing, to use the time to check, do not have to memorize. InformationOAMPDU(Information OAMPDU)EFMPeer -to-peer discoveryEvent AnnouncementsOAMPDU(Event Notification OAMPDU), monitoringfar-back loopbackOAMPDU(Loopback Control OAMPDU)Connection ModeEFM There are two types of connection modes: Active mode and passive mode. CFMPrinciple DescriptionMEP-MIP-M
be used for real-time rendering. Our algorithms are easilyGPUOnly a little bit of data needs to be stored.
1
Introduction
Shadow maps [Williams 1987]And shadow(Shadow volumes) [Crow 1977]It is a common shadow rendering algorithm.Shadow mapsCompared with a shadow, a shadow has many advantages. For example, it is easier to execute, less sensitive to model complexity, and has no special geometric space requirements.
unfortunately, like most textures, shadow maps If the filter is ina
will treat the texture as a 2D plane. Interpolation is interpolated by the shortest route between vertices. Then under the 2D plane. It's going to be a line segment.Texture packaging refers to the texture in the interpolation of the time, is no longer a 2D plane, such as in the U direction of packaging, is the texture around a cylindrical surface, this time the shortest distance between two vertices is the shortest distance on the cylinder surface and no longer the shortest distance on the plan
Overview
Timing/Status values broken down by stages in GPU pipelines that target the entire frame
Figure 7. report values in the Frame overview section
More information
Timed/state values broken down by stages in the GPU pipeline for the currently selected draw call in the graphics/tree
Textures (8)
List of currently bound textures
The left column below the Textures tab can be used to verify compression, formatting,
-functional systems often have to deal with sudden data bursts, such as IP data packets or code similar to the framework in more complex modem standards. The core and system requirements of these applications are sometimes different from those of stream applications, and xdais rules must contain two types of data throughput.
There is a feature that has not changed, that is, the overhead needs to be kept at a low level. Experience shows that DSP customers and third parties will accept performan
particular, you can see some of Amit Patel's own ideas.
Smart Moves: Intelligent Path Finding: Bryan Stout. Bryan used A program written in Delphi to help me learn A * and gave me some inspiration in my program. He also elaborated on A *'s other options.
Terrain Analysis: Dave Pottinger is a very advanced and attractive article. He is an expert at Ensemble Studios. This guy adjusted the game empire and kings. Don't expect to be able to read everything here, but this is an attractive article tha
, it is to use the element closest to the pixel as the color. Align the texture coordinates to the nearest integer, and then use the texture map at the integer coordinates as the final color. This method may cause some errors when processing the graphic border.
Linear texture filtering uses bilinear texture filtering in Direct3D. It calculates the average value of the four elements closest to the sampling point. The configuration is as follows:M_pd3Device-> SetSamplerState (0, D3DSAMP_MINFILTER,
, they should become much easier to understand.
Amit A * Page: This is a widely used page created by Amit Patel. It may be hard to understand if you have not read this article beforehand. It is worth looking. In particular, we should look at Amit's own views on this issue.Smart moves: Smart path searching: This article published by Bryan stout at gamasutra.com must be registered before you can read it. Registration is free and is worth the money compared to this article and other resources on th
recommends that simple shader do not do this. (Don't do this inSimple shader ).18. If possible, use vertex shader instead of pixel shader to change the calculation from pixel-by-pixel to vertex-by-vertex.19. Minimize the texture size. A large texture may overload the texture cache, leading to reduced hit of the texture cache. A large texture may overload the Display memory,At this time, the texture is obtained from the system memory.20. As long as it is possible to use a 16-color texture, such
Here are some works great render optimization ideas:
1) Cull the back surface;
2) Use view frustum culling;
3) Less draw call number;
4) Batch those meshes that with the same materials;
5) Use simpler shader, consider carefully lighting in vertex shader or pixel shader;
6) Smaller texture or use mip-maps, hardware supported compression;
7) Use multiple instance instead of draw one mesh several times;
8) Use vertex buffer objects or vertex array;
9) Se
implemented in this place. In other words, the offset of each package is specified in this place. Setting breakpoints and printing confirm my conjecture:
Packetheader/PBC has offset 0Packetheader/lrwpan has offset 8Packetheader or XCP has offset 216Packetheader/PGM has offset 272.Packetheader and pgm_spm has offset 288Packetheader/pgm_nak has offset 296Packetheader and pushback has offset 312Packetheader/NV has offset 320Packetheader/LDP has offset 328.Packetheader/MPLS has offset 368Packethead
and have exceeded the consumption of ssao and shadowmask.
The two are the blocks that occupy the largest screen pixels in the terrain system. By analyzing their shader assembly, we found that the number of samples per pixel reached an astonishing 26! (Zpass 7 times, General pass 19 times)
3. Select tex2dlevels and tex2dgrad
However, we can see that the number of tex_ld and tex_ldl is not that large. By searching, we can find that the original tex2dlays function can explicitly specify the number
second parameter is texture_wrap_s and exture_wrap_t, corresponding to the X and Y directions respectively. The third parameter is repeat, clamp_to_edge, and mirrored_repeat. For details about their effects, see OpenGL.Chapter 9 texture/texture coordinate packaging in ES 2.0 programming guide. In addition, when the width and height of the texture image are not the integer power of 2, the packaging mode can only be gl_clamp_to_edge, and the narrow filtering mode can only be gl_nearest or gl_line
I think we shoshould together in the community create a big checklist of things to think of, especially regarding performance, when it comes to 2D games for the iPhone done with unity. if you write your tips here I cocould summarize them here. and once we get the list growing we shoshould make this a sticky! What do you think?
The things that are currently on my list:
* Use an ortographic camera if you want everything to be completely flat. however using a camera with perspective will give you
file, choose libmatrixssl. So. At this time, we shouldWithmatrixssllibs = libmatrixssl;If you want to perform static compilation, you should select libmatrixsslstatic. A as the static library file.-- With-matrixssl-libs = libmatrixsslstatic.
9 make
In this process, the three function undefined errors in src/OS/Linux. C under the matrixssl source code will appear. In this case, we will comment out the relevant sections and then OK.
Line 123: pthread_mutexattr_init ()Line 125 pthread_mutexattr_s
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