PowerVR Framework Development Guide Power VR Framework.Development
User Manual:
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Page Count: 42
- 1. Overview of the PowerVR Framework
- 1.1. Libraries
- 1.2. Additional header files
- 1.3. Overview of the PowerVR Framework Modules
- 1.4. Platform Independence
- 1.5. Supported APIs
- 1.6. The Skeleton of a Typical Framework 5.x Application
- 1.7. Synchronisation in PVRVk (and Vulkan in general)
- 1.8. Overview of Useful Namespaces
- 1.9. Debugging PowerVR Framework Applications
- 2. Tips and Tricks
- 2.1. Frequently Asked Questions
- 2.1.1. Which header files should I include?
- 2.1.2. Which libraries should be linked against?
- 2.1.3. Does library link order matter?
- 2.1.4. Are there any dependencies to be aware of?
- 2.1.5. What are the strategies for Command Buffers? What about Threading?
- 2.1.6. How are PVRVk objects created?
- 2.1.7. How are PVRVk Objects cleaned up? Is there anything that needs to be destroyed that the developer did not create?
- 2.1.8. How is a UIRenderer cleaned up?
- 2.1.9. Do any API objects need to be manually kept alive?
- 2.1.10. How are files/assets/resources loaded?
- 2.1.11. How are buffers updated?
- 2.2. Models and Effects, POD & PFX
- 2.3. Utilities and the RenderManager
- 2.4. Reference Counting
- 2.5. Input Handling Tips and Tricks
- 2.6. Renderpass/PLS strategies
- 2.1. Frequently Asked Questions
- 3. Contact Details