951 reputation
932
bio website
location
age
visits member for 3 years, 9 months
seen Apr 21 '12 at 22:50

May
22
awarded  Popular Question
Apr
20
accepted Basic game architechture best practices in Cocos2D on iOS
Apr
13
asked Basic game architechture best practices in Cocos2D on iOS
Feb
2
awarded  Notable Question
Jan
18
awarded  Taxonomist
Jan
11
awarded  Popular Question
Nov
25
accepted Smooth animation in Cocos2d for iOS
Nov
25
comment Smooth animation in Cocos2d for iOS
Definitely a good idea. However calling scheduleUpdate instead of schedule:interval: worked much better.
Nov
21
asked Smooth animation in Cocos2d for iOS
Oct
7
awarded  Popular Question
Sep
20
awarded  Nice Question
Sep
16
comment Skipping glReadPixels and reading iPhone's “VRAM” directly
Cool. What do you think about reading piecewise into a GLubyte buffer with glReadPixels... then dump the buffer to disk on another thread? The buffer would be alloc'd once and re-used. Suppose I might need two buffers since I'll be filling one while dumping the contents of the other to disk.
Sep
15
comment Skipping glReadPixels and reading iPhone's “VRAM” directly
raw FBO dumps sound interesting. Formatting the data later will work. How would one save the contents of an FBO to disk?
Sep
15
comment Skipping glReadPixels and reading iPhone's “VRAM” directly
How to efficiently save the frame data to a file?
Sep
15
comment Skipping glReadPixels and reading iPhone's “VRAM” directly
Simulator won't work for this unfortunately.
Sep
15
comment Skipping glReadPixels and reading iPhone's “VRAM” directly
glReadPixels is the bottleneck when trying to copy the entire screen. If I copy part of the screen then AVAssetWriter's appendPixelBuffer is the bottleneck. Now I'm thinking about drawing directly into a framebuffer-attachable image.
Sep
15
revised Skipping glReadPixels and reading iPhone's “VRAM” directly
more info
Sep
15
asked Skipping glReadPixels and reading iPhone's “VRAM” directly
Sep
9
revised Most efficient way to capture OpenGL ES content of iPhone screen
more info
Sep
9
accepted Automating repetitive game development tasks