var GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: Int32 { get } See Also Constants var EAGL_MAJOR_VERSION: Int32 var EAGL_MINOR_VERSION: Int32 var GL_ACTIVE_ATTRIBUTES: Int32 var GL_ACTIVE_ATTRIBUTE_MAX_LENGTH: Int32 var GL_ACTIVE_PROGRAM_EXT: Int32 var GL_ACTIVE_TEXTURE: Int32 var GL_ACTIVE_...
var GL_BUFFER_MAP_OFFSET: Int32 var GL_BUFFER_MAP_POINTER: Int32 var GL_BUFFER_MAP_POINTER_OES: Int32 var GL_BUFFER_MAPPED: Int32 var GL_BUFFER_MAPPED_OES: Int32 var GL_BUFFER_OBJECT_EXT: Int32 var GL_BUFFER_SIZE: Int32 var GL_BUFFER_USAGE: Int32 var GL_BYTE: Int32 var GL_...
每个变量都有一个基准对齐量(Base Alignment),它等于一个变量在Uniform块中所占据的空间(包括填充量(Padding)),这个基准对齐量是使用std140布局的规则计算出来的。接下来,对每个变量,我们再计算它的对齐偏移量(Aligned Offset),它是一个变量从块起始位置的字节偏移量。一个变量的对齐字节偏移量必须等于基准对齐量的...
webgl.createBuffer(): WebGLBuffer | null 创建与初始化WebGL数据缓冲区。 webgl.bindBuffer(target: GLenum, buffer: WebGLBuffer | null): void 将WebGL数据缓冲区与目标进行绑定。 webgl.bufferData(target: GLenum, srcData: ArrayBufferView, usage: GLenum, srcOffset: GLuint, length?: GLuint):...
webgl.createBuffer(): WebGLBuffer | null 创建与初始化WebGL数据缓冲区。 webgl.bindBuffer(target: GLenum, buffer: WebGLBuffer | null): void 将WebGL数据缓冲区与目标进行绑定。 webgl.bufferData(target: GLenum, srcData: ArrayBufferView, usage: GLenum, srcOffset: GLuint, length?: GLuint):...
ActiveUniformType 全部 BeginMode BlendEquationMode BlendEquationSeparate BlendingFactorDest BlendingFactorSrc BlendSubtract BlitFramebufferFilter Boolean BufferAccessMask BufferObjects BufferParameterName BufferPointer BufferRangeTarget BufferTarget BufferUsage ClearBuffer ClearBufferCombined ClearBufferMask CompressedInte...
GlGetnUniformiv(Int32, Int32, Int32, Int32[], Int32) C# 複製 [Android.Runtime.Register("glGetnUniformiv", "(III[II)V", "", ApiSince=24)] public static void GlGetnUniformiv (int program, int location, int bufSize, int[]? params, int offset); 參數 program Int32 location In...
UNPACK_ALIGNMENT GLenum 是 PACK_ALIGNMENT GLenum 是 MAX_TEXTURE_SIZE GLenum 是 MAX_VIEWPORT_DIMS GLenum 是 SUBPIXEL_BITS GLenum 是 RED_BITS GLenum 是 GREEN_BITS GLenum 是 BLUE_BITS GLenum 是 ALPHA_BITS GLenum 是 DEPTH_BITS GLenum 是 STENCIL_BITS GLenum 是 POLYGON_OFFSET_UNITS GLenum 是 PO...
RENDERBUFFER, rb); Setting uniform and uniformblock structures and arrays Given an array of GLSL structures like this struct Light { float intensity; float shininess; vec4 color; } uniform Light lights[2]; TWGL const progInfo = twgl.createProgramInfo(gl, [vs, fs]); ... twgl.setUniforms(...
V var GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: Int32 V var GL_UNIFORM_BUFFER_SIZE: Int32 V var GL_UNIFORM_BUFFER_START: Int32 V var GL_UNIFORM_IS_ROW_MAJOR: Int32 V var GL_UNIFORM_MATRIX_STRIDE: Int32 V var GL_UNIFORM_NAME_LENGTH: Int32 V var GL_UNIFORM_OFFSET: Int32 V ...