Draw lines in Unity
To draw lines in Unity we are all fine with LineRenderer, but sometimes we just need a simple straight line to be rendered on the screen. Actually most graphic hardware draws filled triangles, and the rest of the visuals builds up from these fundamental pieces. Another option is to draw stroked triangles, or stroked line […]
Create iOS 7 blur effect with latest APIs
Blurred overlay effect itself was at the table for ages, though, incorporating it in iOS 7 gave a huge shot to it’s popularity. Creating an iOS 7 blur effect basically involves two step, create a snapshot of the underlying content of some context, and apply a blur on it. There are numerous approach out there, this solution involves some fresh APIs.
UIImage from SpriteKit scene
Sometimes you find yourself in a situation, when you need to snapshot a UIImage from SpriteKit, to export into the Photo Library, or a thumbnail to show up somewhere, or probably more often a shot just to blur it while you overlay some transparent UIKit content on the top of it. I was just in such situation lately, and after some trial and error I ended up with a UIImage.
5 approach to implement SpriteKit drag
Implementing SpriteKit drag could be tricky. On one hand you can find a running animation (I’m not sure that it is synced with UIKit touch events), on the other hand you (may) have a physics simulation to fit in.
CSS3 transform playground
Will maintain this CSS3 transform experiment in the future, this is just a preview for now. I’m plannig some snapshot, or keyframe option where one can see different transformations in relation with each other, manage a collection of s in the scene. The best would be to write a MaxScript actually that exports some collapsed […]
The engine behind SpriteKit
I was just wondering what is the engine behind . Then I just wrecked up some instantiation, and realized that actually it is explicitly named in the body message of some exception it raised. Please find a definitive guide below to see it yourself. Anyway, you can see private iOS 7 framework – internal part […]
Understanding premultiplied alpha
I was always curious about what is happening during an alpha compositing process, especially how does premultiplied alpha in particular work. Mainly to completly understand the good use of blend factors, and be able to make really economic OpenGL shaders/render pipelines. So I made a clarification of alpha blending, and have modelled the whole process […]