[Android.Runtime.Register("GL_TEXTURE_BUFFER_OFFSET", ApiSince=24)] public const int GlTextureBufferOffset = 37277; Field Value Value = 37277 Int32 Attributes RegisterAttribute Remarks Portions of this page are modifications based on work created and shared by the Android Open Source Project...
[Android.Runtime.Register("GL_TEXTURE_BUFFER_BINDING_EXT")]publicconstintGlTextureBufferBindingExt =35882; Field Value Value = 35882 Int32 Attributes RegisterAttribute Remarks Portions of this page are modifications based on work created and shared by theAndroid Open Source Projectand used according ...
[Android.Runtime.Register("GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT", ApiSince=24)]publicconstintGlTextureBufferOffsetAlignment =37279; Field Value Value = 37279 Int32 Attributes RegisterAttribute Remarks Portions of this page are modifications based on work created and shared by theAndroid Open Source Proj...
[Android.Runtime.Register("GL_TEXTURE_BUFFER_BINDING_EXT")] public const int GlTextureBufferBindingExt = 35882; Field Value Value = 35882 Int32 Attributes RegisterAttribute Remarks Portions of this page are modifications based on work created and shared by the Android Open Source Project and...
glBindFramebuffer(GL_FRAMEBUFFER, 0);//将framebuffer绑定到默认的FBO处,一般用于打破之前的FBO绑定关系,使OpenGL的FBO绑定状态恢复到默认状态。 glBindTexture(GL_TEXTURE_2D, 0); //将2D纹理绑定到默认的纹理,一般用于打破之前的纹理绑定关系,使OpenGL的纹理绑定状态恢复到默认状态。
GL_ARB_framebuffer_object扩展中定义的一种新的存储对象类型。它被用来作为在渲染过程中简单二维图片的渲染目的地。 下面这幅图显示了帧缓冲区对象(FBO),纹理对象(Texture Object),渲染缓冲区...对象是一个包含可渲染的内部格式镜像的数据存储区。它被用来存储OpenGL中没有相关联的的纹理格式的逻辑缓冲区,如模板缓...
Then, glBindTexture(GL_TEXTURE_2D,idY) binds the texture object with the ID “idY” to the current texture unit. Next, glTexSubImage2D(GL_TEXTURE_2D,0,0,0,w,h,GL_RED,GL_UNSIGNED_BYTE,buffer) updates the texture data with the buffer pointer, which contains the Y component of the YUV...
> TextureBuffer objects may use osg::Texture::bindToImageUnit(), so > GLSL shaders are able to use not only texelFetch() function , but also > functions defined in GL_ARB_shader_image_load_store extension : > imageLoad(), imageStore(), imageAtomicAdd() etc." ...
最近,有位读者大人在后台反馈:在参加一场面试的时候,面试官要求他用 shader 实现图像格式 RGB 转 ...
Issue with gl_PrimitiveID (OpenGL) Subscribe More actions Fabrice_Fr Beginner 01-16-2023 07:55 AM 5,290 Views Using the current Intel ARC 770 (with driver 31.0.101.4032) I have an issue using the gl_PrimitiveID in a fragment shader.I can't read it with glReadPixels(..., GL_...