qglMultiTexCoord2iARB(GL_TEXTURE1_ARB,0,0); qglVertex2i(0, tr.bloomHeight); qglMultiTexCoord2iARB(GL_TEXTURE0_ARB, width,0); qglMultiTexCoord2iARB(GL_TEXTURE1_ARB, width,0); qglVertex2i(tr.bloomWidth, tr.bloomHeight); qglMultiTexCoord2iARB(GL_TEXTURE0_ARB, width, height); qgl...
ccGLBindTexture2D(m_pTexture);//綁定紋理到槽位glCopyTexImage2D(GL_TEXTURE_2D,0, GL_RGBA,0,0, w, h,0);//截取屏幕數據到紋理glEnableVertexAttribArray(m_unAttributePosition);//傳遞attribute變量GLfloat vertices[12] = {0,0,//左下0w,0,//右下1w, h,//右上20,0,//左下00, h,//左...
glUseProgram(shaderDisplayFBOOutput); glBindTexture(GL_TEXTURE_2D, textureID); glBindVertexArray(vaoDebugTexturedRect); glDrawArrays(GL_TRIANGLES, 0, 6); glBindVertexArray(0); glUseProgram(0); } int main() { [...] while (!glfwWindowShouldClose(window)) { [...] DisplayFramebufferTexture(...
glEnableClientState( GL_NORMAL_ARRAY ); glClientActiveTextureARB(GL_TEXTURE0 + i); glTexCoordPointer(); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); 绑定索引,绘图 glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, getGLBufferId()); glDrawElements(primType, op.indexData->indexCount, indexType, pBuf...
这可能是因为根据documentation,无绑定纹理必须具有以下4种边框颜色之一:(0,0,0,0)、(0,0,0,...
In programmable OpenGL (GLSL or the older ARB VP/FP assembly languages), enabling or disabling GL_TEXTURE_2D is meaningless. glBindTexture(GL_TEXTURE_2D,0) Binds the"default"texture to the active Texture Image Unit. For all intents and purposes, there isalwaysa texture bound to a Texture ...
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 13.使用glVertexBlendARB指定顶点受到几个变换矩阵的影响.使用glEnable(GL_WEIGHT_SUM_UNITY_ARB);指定权重之和为1.使用glEnable(GL_VERTEX_BLEND_ARB);激活顶点混合模式.使用glWeightPointerARB(3, GL_FLOAT, 0, Weights);glEnabl...
GL_TEXTURE_2D, 0, GL_RGBA16, //GL_RGBA16F_ARB, //< Won't work 256, 256, 0, GL_RGBA, GL_FLOAT, NULL ); glBindTexture(GL_TEXTURE_2D, 0); 我将它附加到帧缓冲对象(FBO)以进行渲染。当我将内部格式设置为 GL_RGBA16 时,所有这些都像一个魅力。但是,我需要更高的动态范围,并且认为 ...
TEXTURE_CUBE_MAP_ARRAY_ARB, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE) gl.BindFramebuffer(gl.FRAMEBUFFER, r.fbo_shadow) //gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, r.fbo_shadow_texture[0], 0) gl.DrawBuffer(gl.NONE) gl.ReadBuffer(gl.NONE) if status :...
// For Opengl <= 4.4 or if the GL_ARB_texture_non_power_of_two extension // is present, fbo_width and fbo_height can be values other than 2^n for // some integer n. // Build the texture that will serve as the color attachment for the framebuffer. ...