1. 1. Intro
  2. Architecture
  3. 2. Collision Detection
  4. 3. Threading structure
  5. 4. Expression Architecture
  6. 5. Text Rendering
  7. Rendering
  8. 6. Coordinate Systems
  9. 7. OpenGL Docs
  10. Android
  11. 8. Setting up Mapbox checkstyle
  12. 9. Android 5.x to 6.x migration guide
  13. 10. Android 6.x to 7.x migration guide
  14. 11. Getting line numbers from an Android crash with ndk stack
  15. 12. Android 4.x to 5.x migration guide
  16. 13. Strategies to reduce Android APK size
  17. Apple
  18. 14. GPUs
  19. 15. Upgrading from Mapbox Maps SDK for iOS v3.7.x to v4.0.x
  20. Releasing
  21. 16. Merge release branch into master
  22. 17. Releasing the Mapbox macOS SDK
  23. 18. Releasing the Mapbox iOS SDK
  24. Workflow
  25. 19. JS Native workflow
  26. 20. Code Structure
  27. 21. Versions and tagging
  28. 22. Troubleshooting
  29. 23. Building with Xcode
  30. Misc
  31. 24. Release notes style guide
  32. 25. Using Mapbox iOS SDK in an Interface Builder storyboard
  33. 26. Terminology across platforms
  34. 27. Release notes template for macOS
  35. 28. Prototyping with Framer
  36. 29. Prerelease notes template for macOS
  37. 30. Bitrise workflow details

MapLibre Architecture

  • Mali Performance series
    • 1: Checking the Pipeline
    • 2: How to Correctly Handle Framebuffers
    • 3: Is EGL_BUFFER_PRESERVED a good thing?
    • 4: Principles of High Performance Rendering
    • 5: An Application's Performance Responsibilities
    • 6: Efficiently Updating Dynamic Resources
    • 7: Accelerating 2D rendering using OpenGL ES
  • Mali GPU Application Optimization Guide
  • ARM/Mali Performance and Optimization Tutorials
  • Adreno OpenGL ES Developer Guide
  • Mozilla list of Mobile GPU optimization (older)
  • Optimizations for Tile based deferred GPUs
  • PowerVR Performance Recommendations
  • PowerVR Presentations
  • PowerVR Documentation
  • Older PowerVR blog entries
    • http://blog.imgtec.com/powervr/a-look-at-the-powervr-graphics-architecture-tile-based-rendering
    • http://blog.imgtec.com/powervr/optimizing-graphics-applications-for-powervr-gpus
    • http://blog.imgtec.com/powervr/graphics-cores-trying-compare-apples-apples
    • http://blog.imgtec.com/powervr/understanding-opengl-es-multi-thread-multi-window-rendering
    • http://blog.imgtec.com/powervr/powervr-gpu-opengl-es-graphics-mobile-for-ten-years-p1
    • http://blog.imgtec.com/powervr/powervr-gpu-opengl-es-graphics-mobile-for-ten-years-p2
    • http://blog.imgtec.com/powervr/how-to-improve-your-renderer-on-powervr-based-platforms
    • http://blog.imgtec.com/powervr/micro-benchmark-your-render-on-powervr-series5-series5xt-and-series6-gpus
    • http://blog.imgtec.com/powervr/powervr-graphics-we-render-funny