GL_RGBA8UI, GL_RGBA8UI_EXT ->CL_RGBA, CL_UNSIGNED_INT8 GL_RGBA16UI, GL_RGBA16UI_EXT → CL_RGBA, CL_UNSIGNED_INT16 GL_RGBA32UI, GL_RGBA32UI_EXT ->CL_RGBA, CL_UNSIGNED_INT32 GL_RGBA16F, GL_RGBA16F_ARB ->CL_RGBA, CL_HALF_FLOAT GL_RGBA32F, GL_RGBA32F_ARB → CL_RGBA, ...
Name EXT_sparse_texture Name Strings GL_EXT_sparse_texture Contributors Dominik Witczak, Mobica Contributors to ARB_sparse_texture Xi Chen, NVIDIA Contact Daniel Koch, NVIDIA Corporation (dkoch 'at' nvidia.com) Notice Copyright (c) 2013 The Khronos Group Inc. Copyright terms at http://...
supportsExtension("GL_ARB_texture_float")) throw new GdxRuntimeException("Extension GL_ARB_texture_float not supported!"); } // in desktop OpenGL the texture format is defined only by the third argument, // hence we need to use GL_RGBA32F there (this constant is unavailable in GLES/Web...
throw new GdxRuntimeException("Extension GL_ARB_texture_float not supported!"); } // in desktop OpenGL the texture format is defined only by the third argument, // hence we need to use GL_RGBA32F there (this constant is unavailable in GLES/WebGL) Gdx.gl.glTexImage2D(target, 0, inter...
_5x5x4_RGBA VIEW_CLASS_ASTC_5x5x5_RGBA VIEW_CLASS_ASTC_6x5x5_RGBA VIEW_CLASS_ASTC_6x6x5_RGBA VIEW_CLASS_ASTC_6x6x6_RGBA (The VIEW_CLASS_* tokens used as compatibility class names in table 8.X.2 are the same tokens returned by the VIEW_COMPATIBILITY_CLASS query in ARB_in...
(GL_ALPHA16F_ARB): return 1; case(GL_ALPHA32F_ARB): return 1; case(GL_R32F): return 1; case(GL_RG): return 2; case(GL_RG32F): return 2; case(GL_RGB): return 3; case(GL_BGR): return 3; case(GL_RGB8I_EXT): return 3; case(GL_RGB8UI_EXT): return 3; case(GL_RGB16...
依然根据Blend方程但分开计算颜色中的RGB部分和Alpha部分. 8.ARB_texture_non_power_of_two是个很有意思很强很好用的扩展,它既没添加新函数,也没添加新模式,如果从驱动程序中能得到该扩展,则表明所有纹理操作支持非2次方大小模式. 9.SGIS_generate_mipmap, glTexParameteri(GL_TEXTURE_2D, GENERATE_MIPMAP_SGIS...
GL_TEXTURE_RECTANGLE_ARB, 0, GL2.GL_RGB, g_imageWidth, g_imageHeight, 0, GL2.GL_RGB, GL2.GL_FLOAT, null); 代码示例来源:origin: com.harium.propan/propan-jogl private Texture setupTexture(GL2 gl, Texture texture, Group group) { if (group.getMaterial() != null) { texture = load...
( format == IMAGE_RGB8 ) glFormat = GL_RGB8; else if( format == IMAGE_RGBA8 ) glFormat = GL_RGBA8; else if( format == IMAGE_RGB32F ) glFormat = GL_RGB32F_ARB; else if( format == IMAGE_RGBA32F ) glFormat = GL_RGBA32F_ARB; else { LogError(LOG_GL "glDisplay::Render(...
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