graphics

GLMoblet_OpenGLES2

This example application demonstrates how to use OpenGL ES 2.0 to control a device's graphics hardware.

GLMoblet_OpenGLES1

This example application demonstrates how to use OpenGL ES 1.1 to control a device's graphics hardware.

Working with OpenGL ES

OpenGL ES 2.0 is the latest standard for accessing the graphics hardware on embedded devices (in our case Android and iOS). It is heavily based on the concept of shader programs, written using the C-like language GLSL. At several stages in the graphics pipe-line, shader programs are executed in order to provide maximum freedom to the user. The online API documentation is a good start to understand how to use the API:http://www.khronos.org/opengles/sdk/docs/man/

Graphun

Graphun is a 3d graph visualizer built with MoSync. It evaluates a custom expression for every point on a grid and displays the result. This advanced application makes extensive use of NativeUI, and it uses an OpenGL view to display the graphs.

MoSketch

This application demonstrates simple key input, graphics output, and the permanent storage option.

MAUtil Graphics

The graphics API provides a set of functions equivalent to those found in the standard MoSync API, with the addition of a transformation stack. This provides a useful mechanism for keeping transformation state without explicitly managing it on the application side. It is useful for any sort of hierarchical rendering, ranging from UI to advanced graphical effects.

Draw Targets, Clipping

MoSync graphics operations are always performed to a "draw target". By default, this draw target is the screen, but you can create images that can be drawn to, using maCreateDrawableImage().

Graphics Primitives

MoSync provides a number of primitive graphics operations at the syscall level.

AdvGraphics

AdvGraphics tests advanced graphics on the phone and keyboard input.

3DLines

3dLines demonstrates basic graphics and key input handling.


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