I'm trying to write a simple demo app and need to know two things:

1) How can I translate the output from the accelerometer into an angular 
deflection from the x- or y-axis (if you think of the device as an airplane, 
with the cockpit near the FaceTime camera, and the tail near the home button, 
then the long axis of the phone is the y-axis (roll), and the semi-long axis is 
the x-axis (pitch). I don't care about yaw, or rotation about the z-axis, which 
points into and out of the device). I need to get the angle, theta, when - for 
example - there's a 1 degree pitch down. This way, I can move the light source 
for rendering by that angle off the z-axis.
  So, for the above example, when I pitch down the device 1 degree, with the 
light source originally @ (0, 0, z), then the distance (in cm, or whatever) 
that the front edge of the phone dips below the x-y plane is some value 'q' - 
then I can make the new light source vector (0, q, z), and the angle between 
this new vector and the original one is 1 degree. Likewise, if I pitch up 1 
degree, then the new lighting (position) vector would be (0, -q, z). What I 
don't know are what units the accelerometer is giving me? (meters per sec sq? 
centimeters/s^2? millimeters? 1/10ths of an inch? or is it a percentage of 
'g'=-9.81m/s^2 here on Earth, anyway?)

2) Is OpenGL(ES) fast enough for rendering material effects (like shining a 
light source on a shiny piece of (simulated) aluminum panel)? Or should I rely 
on a pre-rendered texture atlas? I assume the new "Metal" (in iOS 8) will be, 
but I want to target iOS 7 as well.
_______________________________________________

Cocoa-dev mailing list ([email protected])

Please do not post admin requests or moderator comments to the list.
Contact the moderators at cocoa-dev-admins(at)lists.apple.com

Help/Unsubscribe/Update your Subscription:
https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com

This email sent to [email protected]

Reply via email to