# GL_AMBIENT # GL_AMBIENT_AND_DIFFUSE # GL_AND # GL_AND_INVERTED # GL_AND_REVERSE # GL_ANY_SAMPLES_PASSED # GL_ANY_SAMPLES_PASSED_CONSERVATIVE # GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT # GL_ANY_SAMPLES_PASSED_EXT # GL_API # GL_APIENTRY # GL_APIENTRYP # GL_APPLE...
GL_DIFFUSE表示光线照射到该材质上,经过漫反射后形成的光线强度(颜色)。GL_SPECULAR表示光线照射到该材质上,经过镜面反射后形成的光线强度(颜色)。通常,GL_AMBIENT和GL_DIFFUSE都取相同的值,可以达到比较真实的效果。使用GL_AMBIENT_AND_DIFFUSE可以同时设置GL_AMBIENT和GL_DIFFUSE属性。 (2)GL_SHININESS属性。该属性...
GL_DIFFUSE表示光线照射到该材质上,经过漫反射后形成的光线强度(颜色)。GL_SPECULAR表示光线照射到该材质上,经过镜面反射后形成的光线强度(颜色)。通常,GL_AMBIENT和GL_DIFFUSE都取相同的值,可以达到比较真实的效果。使用GL_AMBIENT_AND_DIFFUSE可以同时设置GL_AMBIENT和GL_DIFFUSE属性。 (2)GL_SHININESS属性。该属性...
GL_DIFFUSE表示光线照射到该材质上,经过漫反射后形成的光线强度(颜色)。GL_SPECULAR表示光线照射到该材质上,经过镜面反射后形成的光线强度(颜色)。通常,GL_AMBIENT和GL_DIFFUSE都取相同的值,可以达到比较真实的效果。使用GL_AMBIENT_AND_DIFFUSE可以同时设置GL_AMBIENT和GL_DIFFUSE属性。 (2)GL_SHININESS属性。该属性...
Use 'Javax.Microedition.Khronos.Opengles.IGL10.GlAmbientAndDiffuse'. This class will be removed in a future release. C# 复制 [Android.Runtime.Register("GL_AMBIENT_AND_DIFFUSE")] [System.Obsolete("Use 'Javax.Microedition.Khronos.Opengles.IGL10.GlAmbientAndDiffuse'. This class will be removed...
Use 'Javax.Microedition.Khronos.Opengles.IGL10.GlAmbientAndDiffuse'. This class will be removed in a future release. [Android.Runtime.Register("GL_AMBIENT_AND_DIFFUSE")] [System.Obsolete("Use 'Javax.Microedition.Khronos.Opengles.IGL10.GlAmbientAndDiffuse'. This class will be removed in a ...
Use 'Javax.Microedition.Khronos.Opengles.IGL10.GlAmbientAndDiffuse'. This class will be removed in a future release. C# 复制 [Android.Runtime.Register("GL_AMBIENT_AND_DIFFUSE")] [System.Obsolete("Use 'Javax.Microedition.Khronos.Opengles.IGL10.GlAmbientAndDiffuse'. This class will be removed...
Use 'Javax.Microedition.Khronos.Opengles.IGL10.GlAmbientAndDiffuse'. This class will be removed in a future release. C# [Android.Runtime.Register("GL_AMBIENT_AND_DIFFUSE")] [System.Obsolete("Use 'Javax.Microedition.Khronos.Opengles.IGL10.GlAmbientAndDiffuse'. This class will be removed in ...
Lambertian diffuse BRDF Custom lighting/surface shading HDR/linear lighting Metallic workflow Clear coat Anisotropic lighting Approximated translucent (subsurface) materials Cloth/fabric/sheen shading Normal mapping & ambient occlusion mapping Image-based lighting ...