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ImageApp
(HTML)
(DMG)
(ZIP)
Demonstrates basic image handling using the ImageIO APIs in Mac OS X 10.4 Tiger
|
ColorSync |
Sample Code |
2008-01-24
|
Is ColorSync thread safe?
(HTML)
()
QA1261: Discusses ColorSync thread-safety issues.
|
ColorSync |
Technical Q&As |
2003-04-17
|
Missing ColorSync Profiles
(HTML)
()
CS13: Describes ColorSync profiles, focusing on the desc tag of the profile and the results of incorrect tags.
|
ColorSync |
Technical Q&As |
1999-05-03
|
New ColorSync 3.0 APIs
(HTML)
()
TN1185: APIs application can use to take advantage of new features available in ColorSync 3.0.
|
ColorSync |
Technical Notes |
2000-08-14
|
Setting the ColorSync profile for a NSBitmapImageRep object
(HTML)
QA1369: Setting the ColorSync profile for a NSBitmapImageRep object
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ColorSync |
Technical Q&As |
2004-09-08
|
Special Profile Sizes in ColorSync Manager
(HTML)
CS03: Answers several questions on special profile sizes in ColorSync Manager and other efficiency issues.
|
ColorSync |
Technical Q&As |
1995-05-01
|
Successful Call to NCWNewColorWorld
(HTML)
()
CS08: Explains the return value of NCWNewColorWorld and the CMWorldRef parameter as a valid return value when successful.
|
ColorSync |
Technical Q&As |
1996-02-09
|
Using cmPathBased profile locations on Mac OS X
(HTML)
()
QA1203: Shows how to correctly specify cmPath-based profile locations on Mac OS X
|
ColorSync |
Technical Q&As |
2002-11-06
|
Using Embedded EPS Profiles
(HTML)
()
CS09: Gives source on embedding ColorSync profiles in EPS as well as PICT and TIFF formats.
|
ColorSync |
Technical Q&As |
1996-02-09
|
What's New With ColorSync 2.6
(HTML)
()
TN1160: Details the changes in ColorSync 2.6.
|
ColorSync |
Technical Notes |
1999-04-01
|
Why isn't my ColorSync CMM recognized on Mac OS X 10.5?
(HTML)
QA1557: Discusses how to upgrade your ColorSync CMM to run on Mac OS X 10.5
|
ColorSync |
Technical Q&As |
2007-10-26
|
2D Graphics Release Notes for Mac OS X v10.5
(HTML)
Describes the changes and issues related to Core Image and Quartz 2D in Mac OS X v10.5.
|
Games |
Release Notes |
2008-04-08
|
AGL Changes for Mac OS X Leopard (v. 10.5)
(HTML)
QA1523: This Q&A describes the new and deprecated APIs for Apple OpenGL (AGL)
|
Games |
Technical Q&As |
2008-01-04
|
Animation Overview
(HTML)
(PDF)
Describes the animation facilities provided by Mac OS X.
|
Games |
Guides |
2008-10-15
|
Building WingNuts in Xcode with OpenGL: Freeverse Creates a Great Mac-only Game
(HTML)
Read how Freeverse created their award-winning Mac-only game, WingNuts 2, using Core Image, Interface Builder, Xcode, and OpenGL.
|
Games |
Articles |
2007-05-15
|
CALayerEssentials
(HTML)
(DMG)
(ZIP)
Demonstrates the basics of setting up various Core Animation layers
|
Games |
Sample Code |
2008-09-30
|
Carbon Full Screen Conundrums
(HTML)
QA1068: Describes the available Mac OS X DrawSprocket services.
|
Games |
Technical Q&As |
2001-08-20
|
CGBitmapContextCreate Supported Color Spaces
(HTML)
QA1037: Lists the color space and alpha info combinations currently supported by CGBitmapContextCreate.
|
Games |
Technical Q&As |
2007-07-18
|
CGGamma
(HTML)
(DMG)
(ZIP)
Shows how to use CGDirectDisplay calls to manipulate display gamma tables.
|
Games |
Sample Code |
2003-01-14
|
CIColor Class Reference
(HTML)
(PDF)
Describes the class used to manage color values and color spaces for Core Image filters.
|
Games |
Reference |
2006-12-05
|
CIColorTracking
(HTML)
(DMG)
(ZIP)
An Objective-C applicaton that implements a GPU-based technique to find the location of a uniquely colored object in a scene
|
Games |
Sample Code |
2008-04-24
|
CIContext Class Reference
(HTML)
(PDF)
Describes the class that provides an evaluation context for rendering a Core Image image through Quartz 2D or OpenGL.
|
Games |
Reference |
2007-03-16
|
CIFilter Class Reference
(HTML)
(PDF)
Describes the class that processes image data and produces a Core Image image as output.
|
Games |
Reference |
2007-12-11
|
CIFilterShape Class Reference
(HTML)
(PDF)
Describes the class that defines the bounding shape of a filter and the domain of definition of a filter operation.
|
Games |
Reference |
2006-12-07
|
CIImage Class Reference
(HTML)
(PDF)
Describes the class that represents an immutable Core Image image.
|
Games |
Reference |
2007-10-31
|
CIImageAccumulator Class Reference
(HTML)
(PDF)
Describes the class that enables feedback-based image processing.
|
Games |
Reference |
2007-01-05
|
CIImageProvider Protocol Reference
(HTML)
(PDF)
Describes the informal protocol used to supply bitmap data for creating or initializing a Core Image image.
|
Games |
Reference |
2006-12-05
|
CIKernel Class Reference
(HTML)
(PDF)
Describes the class that operates on individual pixels using a kernel routine.
|
Games |
Reference |
2006-12-05
|
CIPlugIn Class Reference
(HTML)
(PDF)
Describes the class that is responsible for loading image units.
|
Games |
Reference |
2006-12-05
|
CIPlugInRegistration Protocol Reference
(HTML)
(PDF)
Describes the protocol used to load Core Image image units.
|
Games |
Reference |
2006-12-07
|
CISampler Class Reference
(HTML)
(PDF)
Describes the class that retrieves samples of images that are then processed by a Core Image kernel.
|
Games |
Reference |
2006-12-07
|
CIVector Class Reference
(HTML)
(PDF)
Describes the class used to pass parameter values to Core Image filters.
|
Games |
Reference |
2006-12-07
|
Context Sharing Tips
(HTML)
()
QA1248: How to correctly share OpenGL contexts and what the limits on this sharing are.
|
Games |
Technical Q&As |
2005-02-07
|
Core Animation properties and Reference Counting
(HTML)
QA1565: Describes a discrepancy between the property declarations in Core Animation and the actual behavior.
|
Games |
Technical Q&As |
2008-11-24
|
Core Image Kernel Language Reference
(HTML)
(PDF)
Describes the symbols for writing image-processing kernels.
|
Games |
Reference |
2008-06-09
|
Core Image Programming Guide
(HTML)
(PDF)
Provides an overview and explains how to use and create image filters and image units.
|
Games |
Guides |
2008-06-09
|
Core Image Reference Collection
(HTML)
(PDF)
Describes the Objective-C API for using and creating filters for image processing.
|
Games |
Reference |
2006-12-05
|
CoreImageGLTextureFBO
(HTML)
(DMG)
(ZIP)
Making OpenGL textures with Core Image
|
Games |
Sample Code |
2008-07-30
|
CubePuzzle
(HTML)
(DMG)
(ZIP)
Models a Rubik's Cube using Cocoa and OpenGL
|
Games |
Sample Code |
2003-04-21
|
Current GDevice Dependencies
(HTML)
()
QA1115: Describes potential problems with creating windows or ports when the current GDevice isn't the main device.
|
Games |
Technical Q&As |
2002-02-13
|
Ensuring hardware accelerated rendering for your OpenGL application
(HTML)
QA1502: Using the NoRecovery pixel format attribute and how to check whether vertex and fragment processing is executed on the GPU or CPU
|
Games |
Technical Q&As |
2007-07-18
|
GeekGameBoard
(HTML)
(DMG)
(ZIP)
Shows how to use Core Animation for the user interface of a board or card game.
|
Games |
Sample Code |
2007-12-19
|
GetProcAdress and OpenGL Entry Points
(HTML)
()
QA1188: Technique for finding function pointers for OpenGL entry points in Cocoa and Carbon
|
Games |
Technical Q&As |
2002-11-25
|
Getting the pixel data from a CGImage object
(HTML)
QA1509: Describes how to access the pixel data of a CGImage object
|
Games |
Technical Q&As |
2008-08-27
|
GLSL Showpiece Lite
(HTML)
(DMG)
(ZIP)
Using GLSL from a Cocoa application
|
Games |
Sample Code |
2007-11-05
|
GLSLShowpiece
(HTML)
(DMG)
(ZIP)
GLSLShowpiece demonstrates several Vertex and Fragment shaders
|
Games |
Sample Code |
2006-07-17
|
How can I programmatically determine the DPI of the current video mode?
(HTML)
()
QA1217: Describes how to compute the DPI for a given display in a given mode using Core Graphics.
|
Games |
Technical Q&As |
2002-12-02
|
How do I determine how much VRAM is available on my video card?
(HTML)
QA1168: Using Core Graphics and IOKit to find the physical size of VRAM on installed hardware.
|
Games |
Technical Q&As |
2004-10-11
|
How do I tell if a particular display is being hardware accelerated by Quartz Extreme?
(HTML)
()
QA1218: Describes how to use CGDisplayUsesOpenGLAcceleration to see if a display is accelerated or not.
|
Games |
Technical Q&As |
2002-12-04
|
How do I use QuickDraw with CGDirectDisplay?
(HTML)
QA1011: Explains how to draw to a CGDirectDisplay-captured display using QuickDraw.
|
Games |
Technical Q&As |
2001-04-11
|
Image Unit Tutorial
(HTML)
(PDF)
Describes how to write image processing kernels and package them for distribution.
|
Games |
Guides |
2009-05-06
|
Is ColorSync thread safe?
(HTML)
()
QA1261: Discusses ColorSync thread-safety issues.
|
Games |
Technical Q&As |
2003-04-17
|
MassiveImage
(HTML)
(DMG)
(ZIP)
Shows how to use a CGDataProvider to save a very large image with Image IO
|
Games |
Sample Code |
2007-09-27
|
Mode
(HTML)
(DMG)
(ZIP)
Shows how to enumerate displays and list the available modes for each display.
|
Games |
Sample Code |
2003-01-14
|
ModeWhacker
(HTML)
(DMG)
(ZIP)
Shows how to enumerate, select, capture, manipulate, and release displays using the CGDirectDisplay API.
|
Games |
Sample Code |
2003-01-14
|
NSGLImage
(HTML)
(DMG)
(ZIP)
Deprecated - Demonstrates how to texture in OpenGL with an NSImage and/or NSBitmapImageRep
|
Games |
Sample Code |
2004-12-01
|
OpenGL Filter Basics Cocoa
(HTML)
(DMG)
(ZIP)
How to use Objective-C and MVC design patterns in installing and utilizing filters in an OpenGL rendering pipeline
|
Games |
Sample Code |
2008-02-06
|
OpenGL Programming Guide for Mac OS X
(HTML)
(PDF)
Explains how to use the Apple implementation of OpenGL to create 3D graphics for Cocoa and Carbon applications.
|
Games |
Guides |
2008-06-09
|
OpenGL Release Highlights - Mac OS X 10.3 Panther
(HTML)
TN2131: Contains a list of bugs along with a short description on a release-by-release basis
|
Games |
Technical Notes |
2005-02-04
|
Out of This GWorld
(HTML)
(DMG)
(ZIP)
Deprecated - Demonstrates the use of offscreen GWorlds and palette animation to simulate animation.
|
Games |
Sample Code |
2003-03-12
|
QDFlushPortBuffer
(HTML)
()
QD65: Describes a possible solution for window update problems under Carbon.
|
Games |
Technical Q&As |
2000-11-08
|
Quartz 2D Reference Collection
(HTML)
(PDF)
Describes the C API for the native two-dimensional drawing engine in Mac OS X.
|
Games |
Reference |
2006-12-18
|
Quartz Composer Texture
(HTML)
(DMG)
(ZIP)
Shows how to use a Quartz Composer composition as an OpenGL texture.
|
Games |
Sample Code |
2005-06-01
|
Real world profiling with the OpenGL Profiler
(HTML)
TN2178: This document describes how to use OpenGL Profiler, a very powerful tool for your OpenGL development.
|
Games |
Technical Notes |
2008-09-16
|
Requirements for Quartz GL
(HTML)
QA1536: Describes the requirements for enabling Quartz GL.
|
Games |
Technical Q&As |
2008-08-08
|
Synchronizing OpenGL rendering updates to the vertical refresh of the display
(HTML)
QA1521: How to avoid tearing by synchronizing your rendering to the display VBL
|
Games |
Technical Q&As |
2007-07-16
|
TexturePerformanceDemo
(HTML)
(DMG)
(ZIP)
OpenGL texture optimization demo for WWDC Session 214
|
Games |
Sample Code |
2005-06-01
|
Tiger Developer Overview Series: Developing with Core Image
(HTML)
Learn how Core Image can help you take your graphics development to the next level.
|
Games |
Articles |
2005-03-09
|
Updating OpenGL Contexts
(HTML)
()
QA1209: When and why to update an OpenGL context in response to system and user actions.
|
Games |
Technical Q&As |
2003-06-19
|
Using Clip Region and Buffer Rectangles with OpenGL Carbon
(HTML)
()
QA1222: Shows the basics of using buffer rectangles and clip regions with AGL.
|
Games |
Technical Q&As |
2002-12-19
|
VertexPerformanceDemo
(HTML)
(DMG)
(ZIP)
Vertex optimization demo for WWDC Session 214
|
Games |
Sample Code |
2005-06-01
|
VideoHardwareInfo
(HTML)
(DMG)
(ZIP)
Query VRAM, Quartz Extreme support, OpenGL extensions and renderer, GLSL version and support.
|
Games |
Sample Code |
2007-05-14
|
Application Services Framework Reference
(HTML)
(PDF)
Describes the API for a number of services--such as Quartz 2D and ATSUI--that are essential to Carbon applications.
|
General |
Reference |
2007-10-31
|
Boinx Starts with Sample Code: FotoMagico Is a Powerful Digital Slideshow
(HTML)
Starting with Apple sample code, tools and technologies, Boinx wrote FotoMagico in a matter of months.
|
General |
Articles |
2007-12-11
|
Image Capture Applications Reference
(HTML)
Describes the API that applications use to communicate with image capture devices such as cameras and scanners.
|
General |
Reference |
2008-04-08
|
Leopard Technology Series for Developers: Graphics & Media Overview
(HTML)
Describes Leopard's graphics and media capabilities.
|
General |
Articles |
2007-12-11
|
Using Python with Quartz 2D on Mac OS X
(HTML)
New article on using the Python bindings in Mac OS X to access the Quartz 2D graphics API.
|
General |
Articles |
2007-07-10
|
Image Capture Applications Reference
(HTML)
Describes the API that applications use to communicate with image capture devices such as cameras and scanners.
|
Hardware |
Reference |
2008-04-08
|
Requirements for Quartz GL
(HTML)
QA1536: Describes the requirements for enabling Quartz GL.
|
Hardware |
Technical Q&As |
2008-08-08
|
BlitNoVBL
(HTML)
(DMG)
(ZIP)
Shows how to draw directly to the screen without syncing to the VBL of the monitor.
|
Hardware & Drivers |
Sample Code |
2003-01-14
|
BlitVBL
(HTML)
(DMG)
(ZIP)
Shows how to have Mac OS X try its best to sync to the VBL for you.
|
Hardware & Drivers |
Sample Code |
2003-01-14
|
Difference between using Restart or Shut Down in the Finder's Special menu in Open Firmware
(HTML)
()
HW47: Explains the differences between using Restart or Shut Down on Open Firmware
|
Hardware & Drivers |
Technical Q&As |
1999-02-15
|
Image Capture Device Modules Reference
(HTML)
Describes the API to add support for image capture devices, such as cameras, phones, and scanners, to Mac OS X.
|
Hardware & Drivers |
Reference |
2008-04-08
|
IOKit Framework Headers
(HTML)
()
QA1107: Describes the differences between the headers in IOKit.framework and the I/O Kit headers in Kernel.framework.
|
Hardware & Drivers |
Technical Q&As |
2002-01-15
|
Is ColorSync thread safe?
(HTML)
()
QA1261: Discusses ColorSync thread-safety issues.
|
Hardware & Drivers |
Technical Q&As |
2003-04-17
|
iSight Programming Guide
(HTML)
(PDF)
Describes the Apple iSight video camera and its enhancements.
|
Hardware & Drivers |
Guides |
2004-10-05
|
Legacy Devices
(HTML)
HW84: Discusses why legacy devices with hard-wired I/O addresses may not work properly with Open Firmware.
|
Hardware & Drivers |
Technical Q&As |
2000-03-20
|
The "packages" node in the device tree
(HTML)
HW90: Describes the "packages" node in the Open Firmware device tree.
|
Hardware & Drivers |
Technical Q&As |
2006-02-22
|
Quartz Display Services Reference
(HTML)
(PDF)
Describes the interface for configuring and controlling display hardware.
|
Hardware & Drivers |
Reference |
2008-11-19
|
Specifiying if the CPU or the GPU should be used for rendering.
(HTML)
QA1416: Which processor will be used for rendering in Core Image and how to affect it.
|
Hardware & Drivers |
Technical Q&As |
2005-08-16
|
VideoHardwareInfo
(HTML)
(DMG)
(ZIP)
Query VRAM, Quartz Extreme support, OpenGL extensions and renderer, GLSL version and support.
|
Hardware & Drivers |
Sample Code |
2007-05-14
|
When to use PCMCIA, PC Card, and CardBus
(HTML)
HW77: Explains the differences between PCMCIA, PC Card, and CardBus.
|
Hardware & Drivers |
Technical Q&As |
1999-11-15
|
Fractal Performance
(HTML)
(DMG)
(ZIP)
Three fractal applications that show various bottlenecks and how they can be fixed.
|
Java |
Sample Code |
2006-04-17
|
Java Advanced Imaging and Java 3D for Java 1.4.1 and 1.4.2 Release Notes
(HTML)
Describes notes and known issues about Java Advanced Imaging and Java 3D for Java 1.4.1 and 1.4.2 on Mac OS X.
|
Java |
Release Notes |
2004-10-05
|
AGL Changes for Mac OS X Leopard (v. 10.5)
(HTML)
QA1523: This Q&A describes the new and deprecated APIs for Apple OpenGL (AGL)
|
OpenGL |
Technical Q&As |
2008-01-04
|
AGL Reference
(HTML)
(PDF)
Describes the Apple graphics library for Carbon applications that use OpenGL.
|
OpenGL |
Reference |
2007-10-31
|
AGL Reference Update
(HTML)
(PDF)
Summarizes the symbols added to the AGL framework.
|
OpenGL |
Release Notes |
2007-07-18
|
aglClipBufferRect
(HTML)
(DMG)
(ZIP)
Shows the use of clip regions and buffer rects in AGL.
|
OpenGL |
Sample Code |
2003-01-14
|
AGLSurfaceTexture
(HTML)
(DMG)
(ZIP)
Example of render to texture/texture from surface using aglSurfaceTexture.
|
OpenGL |
Sample Code |
2003-07-07
|
BoingX
(HTML)
(DMG)
(ZIP)
Shows off using Quartz Extreme to provide borderless OpenGL content on the desktop.
|
OpenGL |
Sample Code |
2007-11-06
|