A multi-touch movement of neon colors and distortions. It reacts to movement using the accelerometer. It generates a random lens effect as well as random images to create a fluid and quick movement and rotation. Tap once to change the colors, some are dark, and others are very bright. Tap twice to generate a new lens, palette and image. Use the pinch gesture to zoom in and out.
This application requires an OpenGL ES 2.0 compatible device.
The Tornainbow app started with a child’s painting of a tornado rainbow. This was then turned into an interactive colorful, spinning, turning, twisting, 3 dimensional visualization with the colors of the rainbow.
Pinch, tap, double-tap and twist you way to a new picture.
This requires an OpenGL ES 2.0 compatible device.
Updated FractaLens to v1.1 it is now a universal app that is optimized for iPhone and iPad with retina screen. It also has TV out support for compatible devices.
Updated Tornainbow to v1.1 it is now a universal app that is optimized for iPhone and iPad with retina screen. It also has TV out support for compatible devices.
Pokey! Ace Free is available on the app store. It is made for use with iPod Touch and iPhone. Pokey! Ace Free is a game center speed poker game. I plan on making a full version with more game modes. Pokey! Ace Free is just as it suggest free. For a limited time my other apps FractaLens and Tornainbow are free as well. Happy Holidays!!!
Tornainbow a visual app that uses the 3X3 Filter shader that I wrote. It is available in the app store for newer iPod Touch and iPhone models that support openGL ES 2.0. Once the filter shader was optimized it was possible to apply two 3×3 filters at each rendering pass, 60 passes a second.
I have posted the vertex and fragment shaders I used to apply a 3X3 filter using OpenGL ES 2.0.
I got the visualizer code running on my iPod Touch 4th generation. I was able to get it to run at 60fps with the full resolution of the retina screen. The process was to render to a texture, switching between three shaders. One for spitting out a texture across the whole screen. Another for drawing point sprites for solid dots, gradient dots, gradient square, a gradient doughnut (had an extra channel) and of course the default solid square. For some odd reason, probably because of using my own shaders, having a solid dot on the iPhone using OpenGL is not as easy as it sounds (draw dot at this position with this color). And of course the filter. The original code uses the standard 3X3 filter, with 9 texture reads. I changed it to only use the corners. A nice blur effect can still be made using the corners and the center. Might attempt to use the full 3X3. A big part of this for speed was to reduce the dependent texture reads. The offsets into the screen texture to apply the filter have to be a varying vector. Instead of subtracting an offset, I got a huge gain from putting them into a varying vector. It looks like the openGL ES 2.0 specifications say that up to 8 varying vectors can be specified. I was getting about 40fps, until I got rid of the dependent texture reads. Now it runs fast and smooth.
My first submission to app store has been approved and is live on the app store.
I am working on a card game and did a lot of art work. I am posting the three decks that I made. Take a look at Gimp/Cards. I made two zips available, a high resolution and another that is re-sized for use with iPhone and iPod Touch. Hopefully this can save someone else some time.