No transparency on OpenglES layer on iOS simulator - ios

On my IOS application, I have a screen with 2 views : one classic UIView and one openGLES view.
The 3d view is over the 2d and I set a clear background to see the 2d view behind it.
it is displayed as expected on all ios devices but the 3d view is opaque on ios simulator.
On the 3DView I use these lines :
[myOpenGLView setBackgroundColor:[UIColor clearColor]];
[myOpenGLView setOpaque:NO];
And before each render I call :
glClearColor(0.,0.,0.,0.);
glClear(GL_COLOR_BUFFER_BIT);
Does anybody got the same problem ?

It seems that I can't change the opacity of the eaglLayer.
My opengl view is a singleton, when I initialize it I call
eaglLayer.opaque = YES;
and when I use it for the second time (where I need transparency) I change its value NO but the layer is black on simulator and translucent on iOS devices.
On the other hand if I set the opacity to NO directly, I don't have the bug on simulator

Related

UIKeyboard not automatically translucent in iOS7

I understand that when developing in Xcode 5 with and iOS 7 project, the keyboard that pops up when interacting with a UITextField should be translucent and show through any colors in the background. This is not the case in both my projects. I have a colored & blurred background and I'm hoping for that to transpire through the keyboard; however the keyboard remains the default white/gray.
This is what I have so far as a demo:
UIColor *tintColor = [UIColor colorWithWhite:0.21 alpha:0.4];
UIColor *background = [[UIColor alloc] initWithPatternImage:[[UIImage imageNamed:#"universe.jpg"] applyBlurWithRadius:19
tintColor:tintColor
saturationDeltaFactor:1.8
maskImage:nil]];
self.view.backgroundColor = background;
UITextField *text = [[UITextField alloc] initWithFrame:CGRectMake(200, 200, 300, 60)];
[self.view addSubview:text];
I have even tried to set the keyboard appearance type to both UIKeyboardAppearanceDefault and UIKeyboardAppearanceLight
Can someone please guide/tell me on how can I achieve the keyboard translucent effect? Should this be automatic?
Thanks
EDIT 1:
I have the iPad mini, I have the iPad 3rd generation and the iPad 4th generation both with retina displays.
Running iOS 7.0.2
Your code, setup and example worked fine on my xCode. I tried first only setting the background color to something obvious like red.
self.view.backgroundColor = [UIColor redColor];
This showed through the keyboard. Afterwards I tried an image without a blur effect.
UIImageView* img = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"images.jpeg"]];
img.frame = self.view.frame;
[self.view addSubview:img];
This to showed through, but not as much as the red because the image I used was one similar to a galaxy as you stated, and therefore had a lot of black in it.
Lastly I tried your exact code, using the gaussian blur effect to create a color.
UIColor *tintColor = [UIColor colorWithWhite:0.21 alpha:0.4];
UIColor *background = [[UIColor alloc] initWithPatternImage:[[UIImage imageNamed:#"images.jpeg"] applyBlurWithRadius:19 tintColor:tintColor saturationDeltaFactor:1.8 maskImage:nil]];
self.view.backgroundColor = background;
This to also worked, but it was extreamly hard to notice. The combined affect of dark colors being blurred once by the gaussian and being blurred again by the keyboard made it almost unnoticeable. I suggest you try a similar approach to see if you are actually getting a transparent keyboard, because if the code and info you have given are correct, then it seems like you are and maybe can not see it.
Also the keyboard is only slightly transparent, so if you are expecting a full transparency then that is not the case. This slight transparency gets minimized the more uniform the background color is for instance if you had an all black or white background it would be unnoticeable.
Edit: I confirmed that this is not the case on the iPad running iOS7.0.x I get the standard all grey keyboard, even using standard apps like Safari. It seems that Apple had not optimized the transparency for such large screens and it was causing lag issues. It also seems that this is partially fixed in iOS7.1 and there are more transparent iPad features in iOS7.1, but people are recommending turning them off as they cause the iPad to run slower than normal.
iOS 7.0.3 reduced much of the translucency in navigation bars, toolbars, and the keyboard.
For navigation bars and toolbars, starting in iOS 7.0.3, you can adjust the alpha property of the UIColor set as barTintColor if you want it more translucent.
As far as public APIs go, keyboards in iOS 7, however, still have only these options:
textField.keyboardAppearance = UIKeyboardAppearanceDefault; // the default (same as light)
textField.keyboardAppearance = UIKeyboardAppearanceDark; // dark look (previously UIKeyboardAppearanceAlert)
textField.keyboardAppearance = UIKeyboardAppearanceLight; // light look
So I assume you're not getting the translucency you'd like because you're using iOS 7.0.3 or later. You can verify this by downloading an older version of Xcode and running your app in that version's simulator.
As far as private APIs, the keyboard background is made up of UIKBBackdropView and UIKBBackgroundView. You can take a look at their extracted header files here, but you should not modify these if you're submitting to the App Store. (These modifications are grounds for rejection, and also aren't documented so they could be changed in any iOS update.)
I built a simple app to test to try to find this issue, but I've been unable to replicate it except by setting IPHONEOS_DEPLOYMENT_TARGET to a lower version number like 6.0, then running on iOS 6.0. In all cases, on all iOS 7 devices and simulator, the default keyboard has a translucent blur of the content underneath it.
Perhaps you could share a picture, or a sample project?

Display 3D-Object with COCOS3D on top of AR-View

I work on an app, which scans an image and shows you a 3D-Object or a video on top of the image target. Normal AR-App. For that AR stuff I usw the Vuforia SDK. The problem is, that the Vuforia SDK don't support animated 3D-Objects and for that I use cocos3d.
So I created a basic cocos3d app and included my vuforia stuff for the AR. This works good and the app displays normal 3D-Objects and videos. This was the background, now the problem.
The first view I have is my camera view, which scans the images. If I scan now a specified target, I want to show an animated 3D-Object. For that, I display the cocos3d view on top of the AR-View. The cocos3d view is transparent and is displayed on top of the AR-View (tested this with a simple button in the cocos3d view).
The problem is, that I'am not able to display a animated 3D-Object. I tested some options but none of them worked because I don't really have an idea how to do that. My current code:
CCDirector *director = CCDirector.sharedDirector;
EAGLViewCC *glView = [EAGLViewCC viewWithFrame:[window bounds] pixelFormat:kEAGLColorFormatRGBA8 depthFormat:GL_DEPTH_COMPONENT16_OES];
[director setOpenGLView:glView];
[window addSubview:director.openGLView];
After that I have a layer and add the test scene to my layer (Standard from the example). But than I don't know how to display it. It tried this:
[director pushScene:scene];
but no luck. In the example, they use this code to show the object (viewController is of type "CC3DeviceCameraOverlayUIViewController").
[viewController runSceneOnNode: mainLayer];
Why don't I use the viewController? Because I couldn't get the view transparent. So how do I get the 3D-Object displayed in my view? What do I have to do? Am I completely wrong?

Views converted to ios7 flow under navigation/bottom bars in ios6

I have an app that uses stroryboards, a navigation controller and autolayout that runs fine under io6 and I would like to enable to run under both ios6 and ios7.
I have converted the app using xcode5 and it now runs fine under ios7, but when I run it under ios 6 the navigation bar and bottom bar are now transparent (they were not originally) and the view flows under them - hiding some of the controls. This persists even if I convert the ios7 app not to flow under these bars (by setting Extend Edges / Under Top Bars and Under Bottom Bars OFF).
I have worked around it by allowing ios7 to flow the view under the bars (what Apple wants us to do anyway) and then adding the following code to the viewDidLoad method of the fist view controller to force ios6 not to use transparent bars.
if (floor(NSFoundationVersionNumber) <= NSFoundationVersionNumber_iOS_6_1) {
self.navigationController.navigationBar.barStyle = UIBarStyleBlackOpaque;
self.navigationController.toolbar.barStyle = UIBarStyleBlackOpaque;
}
This seems to be working, but I don't understand why I need to do this and I am concerned that I am missing something fundamental.
Edit: The other concern I have with this 'solution' is that the Preview in xcode5 under ios6 doesn't accurately reflect the layout as it runs under a simulator under ios 6 (I don;t have a real ios6 device handy to test it at the moment). The new preview feature in xcode5 appears to assume that the ios 6 will not flow the view under the top and bottom bars and thus squashes the controls together to fit into the available space.
Ali
Try this regardless of the OS version (it solved me a similar issue recently):
self.navigationController.navigationBar.translucent = NO;
self.navigationController.toolbar.translucent = NO;
I am not sure if this will help you, but there is another option to your situation: try using the __IPHONE_6_1 macro. I have an example:
if(__IPHONE_7_0) {
NSLog(#"Hello");
}
so you could just do
if(__IPHONE_OS_VERSION_MAX_ALLOWED <= __IPHONE_6_1) {
self.navigationController.navigationBar.translucent = NO;
self.navigationController.toolbar.translucent = NO;
}
hope this helps you

Background Images On iOS

I'm created a Master Detail app on Xcode 4.x for iPad. I've tried adding a custom background image to the detail part of it which works fine the problem is the background image is appearing pixalated. The image is of size 2048 x 1546 (for the Retina screen on my iPad) and if I view it as a photo on the iPad it doesn't appear pixalated so why does it when it's being used as a background?
The code I'm using to set it is,
UIColor *background = [[UIColor alloc] initWithPatternImage:[UIImage imageNamed:#"leather.png"]];
self.view.backgroundColor = background;
The only thing I could think of is because a Master Detail app has the scroll bar at the side but how would I fix that? Or what is the real cause? It appears pixalated or any orientation.
Add an image with the filename "leather#2x.png", otherwise UIImage won't recognize that it's supposed to be a high-resolution image. Alternatively, you may want to use a regular UIImageView instead of a pattern color.

Has the scrollviewTexturedBackgroundColor changed in iOS 5?

I am trying to make a table have a twitter-like background color. Please see: http://cocoacontrols.com/posts/how-to-build-the-twitter-ipad-user-experience
All they do is they use the scrollView Texture background and increase the alpha to 0.8 or so. This darkens it from the default apple shade. In my code, the following line of code works fine in iOS 4.3 and gives me a darker texture indeed. Moving to iOS 5, however, it's no longer darker, or for some reason it's not possible for me to darken the texture to be quite as dark. Is this a known problem?
Thanks!
conversationTable.backgroundColor =
[[UIColor scrollViewTexturedBackgroundColor] colorWithAlphaComponent:0.5];
Try to change the background color of the underlaying view (perhaps the window) to black.
The default window background color is (now?) white and so your code will do exactly the opposite.
self.window.backgroundColor = [UIColor blackColor];

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