Inherits from NSObject
Declared in SPBaseEffect.h

Overview

An SPBaseEffect simplifies the rendering of colored and/or textured polygons.

Configure a base effect by updating its state properties. When you call prepareToDraw, it will choose the optimal shader program for the given settings and will activate that program. Alpha and matrix uniforms will be passed to the program automatically, and the texture will be bound.

Tasks

Methods

  • – prepareToDraw

    Activates the optimal shader program for the current settings; alpha and matrix uniforms are passed to the program right away, and the texture (if available) is bound.

Properties

  •   mvpMatrix

    The modelview-projection matrix used for rendering. Any vertex will be multiplied with this matrix. (Default: identity matrix)

    property
  •   texture

    The texture that’s projected onto the quad, or nil if there is none. (Default: nil)

    property
  •   premultipliedAlpha

    Indicates if the color values of texture and vertices use premultiplied alpha. (Default: NO)

    property
  •   useTinting

    Indicates if the colors of the vertices should tint the texture colors. The iPad 1 profits immensely from the very simple fragment shader that can be used when tinting is deactivated. Note that an alpha value different to “1” will still force tinting to be used. (Default: YES)

    property
  •   alpha

    The alpha value with which every vertex color will be multiplied. (Default: 1)

    property
  •   attribPosition

    The index of the vertex attribute storing the position vector.

    property
  •   attribTexCoords

    The index of the vertex attribute storing the two texture coordinates.

    property
  •   attribColor

    The index of the vertex attribute storing the color vector.

    property

Properties

alpha

The alpha value with which every vertex color will be multiplied. (Default: 1)

@property (nonatomic, assign) float alpha

Discussion

The alpha value with which every vertex color will be multiplied. (Default: 1)

Declared In

SPBaseEffect.h

attribColor

The index of the vertex attribute storing the color vector.

@property (nonatomic, readonly) int attribColor

Discussion

The index of the vertex attribute storing the color vector.

Declared In

SPBaseEffect.h

attribPosition

The index of the vertex attribute storing the position vector.

@property (nonatomic, readonly) int attribPosition

Discussion

The index of the vertex attribute storing the position vector.

Declared In

SPBaseEffect.h

attribTexCoords

The index of the vertex attribute storing the two texture coordinates.

@property (nonatomic, readonly) int attribTexCoords

Discussion

The index of the vertex attribute storing the two texture coordinates.

Declared In

SPBaseEffect.h

mvpMatrix

The modelview-projection matrix used for rendering. Any vertex will be multiplied with this matrix. (Default: identity matrix)

@property (nonatomic, copy) SPMatrix *mvpMatrix

Discussion

The modelview-projection matrix used for rendering. Any vertex will be multiplied with this matrix. (Default: identity matrix)

Declared In

SPBaseEffect.h

premultipliedAlpha

Indicates if the color values of texture and vertices use premultiplied alpha. (Default: NO)

@property (nonatomic, assign) BOOL premultipliedAlpha

Discussion

Indicates if the color values of texture and vertices use premultiplied alpha. (Default: NO)

Declared In

SPBaseEffect.h

texture

The texture that’s projected onto the quad, or nil if there is none. (Default: nil)

@property (nonatomic, strong) SPTexture *texture

Discussion

The texture that’s projected onto the quad, or nil if there is none. (Default: nil)

Declared In

SPBaseEffect.h

useTinting

Indicates if the colors of the vertices should tint the texture colors. The iPad 1 profits immensely from the very simple fragment shader that can be used when tinting is deactivated. Note that an alpha value different to “1” will still force tinting to be used. (Default: YES)

@property (nonatomic, assign) BOOL useTinting

Discussion

Indicates if the colors of the vertices should tint the texture colors. The iPad 1 profits immensely from the very simple fragment shader that can be used when tinting is deactivated. Note that an alpha value different to “1” will still force tinting to be used. (Default: YES)

Declared In

SPBaseEffect.h

Instance Methods

prepareToDraw

Activates the optimal shader program for the current settings; alpha and matrix uniforms are passed to the program right away, and the texture (if available) is bound.

- (void)prepareToDraw

Discussion

Activates the optimal shader program for the current settings; alpha and matrix uniforms are passed to the program right away, and the texture (if available) is bound.

Declared In

SPBaseEffect.h