GlMaxCombinedVertexUniformComponents GlMaxDrawBuffers GlMaxElementIndex GlMaxElementsIndices GlMaxElementsVertices GlMaxFragmentInputComponents GlMaxFragmentUniformBlocks GlMaxFragmentUniformComponents GlMaxProgramTexelOffset GlMaxSamples GlMaxServerWaitTimeout GlMaxTextureLodBias GlMaxTransformFeedbackInterleavedCompon...
MAX_SAMPLES GLenum 是 HALF_FLOAT GLenum 是 RG GLenum 是 RG_INTEGER GLenum 是 R8 GLenum 是 RG8 GLenum 是 R16F GLenum 是 R32F GLenum 是 RG16F GLenum 是 RG32F GLenum 是 R8I GLenum 是 R8UI GLenum 是 R16I GLenum 是 R16UI GLenum 是 R32I GLenum 是 R32UI GLenum 是 RG8I GLenum 是 ...
IGL11.GlSamples 字段 Learn 发现 产品文档 开发语言 主题 登录 此主题的部分內容可能由机器或 AI 翻译。 消除警报 版本 .NET for Android API 34 方法 IGL11Ext IGL11ExtensionPack Javax.Net Javax.Net.Ssl Javax.Security.Auth Javax.Security.Auth.Callback...
SAMPLES GLenum 是 SAMPLE_COVERAGE_VALUE GLenum 是 SAMPLE_COVERAGE_INVERT GLenum 是 COMPRESSED_TEXTURE_FORMATS GLenum 是 DONT_CARE GLenum 是 FASTEST GLenum 是 NICEST GLenum 是 GENERATE_MIPMAP_HINT GLenum 是 BYTE GLenum 是 UNSIGNED_BYTE GLenum 是 SHORT GLenum 是 UNSIGNED_SHORT GLenum 是 INT GLenum...
MAX_VARYING_VECTORS: 0x8DFC, MAX_COMBINED_TEXTURE_IMAGE_UNITS: 0x8B4D, MAX_VERTEX_TEXTURE_IMAGE_UNITS: 0x8B4C, MAX_TEXTURE_IMAGE_UNITS: 0x8872, MAX_FRAGMENT_UNIFORM_VECTORS: 0x8DFD, SHADER_TYPE: 0x8B4F, DELETE_STATUS: 0x8B80, LINK_STATUS: 0x8B82, VALIDATE_STATUS: 0x8B83, ATTACHED_...
Randan urine samples were i l l ? < l obtained. Im concentrations were measured hy hiqh p r f o n ~ n c e liquid chranatcqraphy. Interpretation of the data was bas4 on a one canpartrnent open d e l . Selected parmters (maps t on these data and Im's in vitro activity, a...
AnySamplesPassedConservative gl.ANY_SAMPLES_PASSED_CONSERVATIVE TransformFeedbackPrimitivesWritten gl.TRANSFORM_FEEDBACK_PRIMITIVES_WRITTENctx.QueryStateKind: static enum of ctx PropertiesNameDefault Ready ready Active active Pending pendingctx.set(options)Set...
max(ceil(MIN_SAMPLE_SHADING_VALUE * SAMPLES), 1) There'll be multiple fragment shader invocations for each fragment, to which each sample is a subset of the fragment. In other words. Sample shading specifies the minimum number of samples to process for each fragment. ...
A texture is a one- or two-dimensional image and a set of parameters that determine how samples are derived from the image.The glTexParameter function assigns the value or values in params to the texture parameter specified as pname. The target parameter defines the target texture, either GL...
It will try to usemin( target.samples, capabilities.maxSamples )so technically you could set it toInfinityif you just want max samples. Instead, maybe we should just pass the exact user value (if > 0) to have WebGL throw errors? Not sure. ...