uiscrollview - How To Blur Image edges in Iphone -


I have three UIImages, which are located below the other three UIScrollviews, I have two scrolls to blur the adjacent edges of the view I am trying to find a way, but I can not find any way to do this.

Can someone recommend a way to get it?

Any help would be appreciated

thanks

Shams al Haq

You can do some gaussian blurring on an image. It is stated that.

  Fixed zero blur (V2FT2F * trade, float T) // T = 1 {glint technique; V2FT2F TmpPwad [4]; Float off = t / input. Wide; Close the boat = t / input Int i; GlagueIntegrow (GL_Wright_bindIDDDDDD and Tech); // Three near small blurry, rotated pattern using 17 texts to sample: // //. / .. // ./\\/ // \ / X / \ Rotate the samples of the texel corners across // / \\ /. // ../ \. // One pass: glVertexPointer (2, GL_FLOAT, size (V2FT2F), and quad [0].) Of the nearest sample of the center; GlTexCoordPointer (2, GL_FLOAT, Size (V2FT2F), and Quad [0] .s); GltexNNV (GL_VALUE_Anv, GL_TEXTURE_ENV_MODE, GL_MODULATE); GlColor4f (1.0 / 5, 1.0 / 5, 1.0 / 5, 1.0); ValidateTexEnv (); GlDrawArrays (GL_TRIANGLE_STRIP, 0, 4); // Close two: submit two rotated linear samples glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); GlTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); GlEnable (GL_BLEND); Globefenk (GLICCR_ALPHA, GL_On); For (i = 0; i <4; i ++) {tmpquad [i] .x = quad [i] .s + 1.5 * offw; TMPQWAD [I] I = quad [ii] .t + 0.5 * off; Tmpquad [i] .s = quad [i] .s - 1.5 * offw; Tmpq [ii] .t = quad [ii] .t - 0.5 * oh; } GlTexCoordPointer (2, GL_FLOAT, Size (V2fT2f), & amp; amp; tmpquad [0] .x); GltexNV (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); GlActiveTexture (GL_TEXTURE1); GlEnable (GL_TEXTURE_2D); GlClientActiveTexture (GL_TEXTURE1); GlTexCoordPointer (2, GL_FLOAT, Size (V2fT2f), and amp; tmpquad [0] .s); GlEnableClientState (GL_TEXTURE_COORD_ARRAY); Globinated (GL_TEXTURE_2D, Tech); GltexNNV (GL_Verture_Anv, GL_TEXTURE_ENV_MODE, GL_combin); GltexENv (gl_vatver_nv, gl_combin_rgb, gL_INTERPOLATE); GltexNNV (GL_TEXTURE_ENV, GLICRC0_RGB, GL_charcher); GlatexNNV (GL_Verture_Anv, GLICCR1_RGB, GLV); GlatexNV (GL_TEXTURE_ENV, GL_SRC2_RGB, GL_PRIMARY_COLOR); GltexENV (GL_TEXTURE_ENV, GL_OPERAND2_RGB, GLICCRCCOLOR); GltexEnv (GL_Verture_Anv, GLNMMMNILAPHA, GLUPLEEEE); GltexNewi (GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PRIMARY_COLOR); GlColor4f (0.5, 0.5, 0.5, 2.0 / 5); ValidateTexEnv (); GlDrawArrays (GL_TRIANGLE_STRIP, 0, 4); // Close three: (i = 0; i <4; i + +) {tmpquad [i]. X = Quad [i] .s - Submit two rotated linear samples for 0.5 * offw; TMPQWAD [I] I = Quad [I] T + 1.5 * Oh; Tmpquad [i] .s = quad [i] .s + 0.5 * offw; Tmpquad [ii] .t = quad [ii] .t.1.5 * off; } GlDrawArrays (GL_TRIANGLE_STRIP, 0, 4); // Restore state glDisableClientState (GL_TEXTURE_COORD_ARRAY); GlClientActiveTexture (GL_TEXTURE0); Globbdenctation (GL_design DD, HF.Taxide); GlDisable (GL_TEXTURE_2D); GltexEnv (GL_TEXTURE_ENV, GL_OPERAND2_RGB, GLICCR_ALAPA); GlActiveTexture (GL_TEXTURE0); GlTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); GlTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); GlDisable (GL_BLEND); }  

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