GL_LESS:如果目标像素z值<当前像素z值,则绘制目标像素 GL_EQUAL:如果目标像素z值=当前像素z值,则绘制目标像素 GL_LEQUAL:如果目标像素z值<=当前像素z值,则绘制目标像素 GL_GREATER :如果目标像素z值>当前像素z值,则绘制目标像素 GL_NOTEQUAL:如果目标像素z值<>当前像素z值,则绘制目标像素 GL_GEQUAL:如果目...
glDepthFunc(GL_LEQUAL) 最准确的解释是什么? ①深度 小于或等于时 渲染? ①1/深度 小于或等于时 不渲染? 我该用glDepthFunc(GL_LEQUAL)呢? 还是该用glDepthFunc(GL_LESS)呢? 哪个更实际?为什么? [em5]
GL_NEVER:永不绘制 GL_LESS:如果目标像素z值<当前像素z值,则绘制目标像素 GL_EQUAL:如果目标像素z值=当前像素z值,则绘制目标像素 GL_LEQUAL:如果目标像素z值<=当前像素z值,则绘制目标像素 GL_GREATER :如果目标像素z值>当前像素z值,则绘制目标像素 GL_NOTEQUAL:如果目标像素z值<>当前像素z值,则绘制目标像素...
glDepthFunc(GLenumfunc); //func默认为GL_LESS 1. 2. 2.遮挡查询 生成一组未使用的查询ID: glGenQueries(GLsizein,GLuint*ids); //返回n个当前未使用的ID,可用于表示遮挡对象的名称。这些名称是在ids数组中返回的。 1. 2. 判断一个标识符当前是否被一个遮挡查询对象所使用: GLbooleanglIsQuery(GLuintid)...
GL_ALWAYS Always passes. The initial value of func is GL_LESS. Initially, depth testing is disabled. If depth testing is disabled or if no depth buffer exists, it is as if the depth test always passes. Notes Even if the depth buffer exists and the depth mask is non-zero, the depth ...
GL_LESS Passes if the incoming z value is less than the stored z value. This is the default value. GL_LEQUAL Passes if the incoming z value is less than or equal to the stored z value. GL_EQUAL Passes if the incoming z value is equal to the stored z value. GL_GREATER Passes ...
GLES20.glDepthFunc(GLES20.GL_LESS); 代码示例来源:origin: playn/playn @Override publicvoidglDepthFunc(intfunc){ GLES20.glDepthFunc(func); } 代码示例来源:origin: threerings/playn @Override publicvoidglDepthFunc(intfunc){ GLES20.glDepthFunc(func); ...
void glClearDepthf( GLclampf depth ); 参数含义: depth ——指定一个深度值。该值将被用于glClear函数清理深度缓冲区,初始值为1。 描述: glClearDepthf指定一个深度值。该值将被用于glClear函数清理深度缓冲区。被glClearDepthf指明的值会被clamp至区间[0, 1](小于0则置为0,大于1则置为1)。
GlLess GlLightModelAmbient GlLightModelTwoSide GlLight0 GlLight1 GlLight2 GlLight3 GlLight4 GlLight5 GlLight6 GlLight7 GlLighting GlLineLoop GlLineSmooth GlLineSmoothHint GlLineStrip GlLinear GlLinearAttenuation GlLinearMipmapLinear GlLinearMipmapNearest GlLines GlLuminance GlLuminanceAlpha GlMaxElements...
GL_ARRAY_BUFFER, 0); gl.glBlendFunc(GL2.GL_SRC_ALPHA, GL2.GL_ONE_MINUS_SRC_ALPHA); gl.glDisable(GL3.GL_BLEND); gl.glUseProgram(0); }//end apply(...) 代码示例来源:origin: jtrfp/terminal-recall gl.glDepthFunc(GL3.GL_LESS); gl.glEnable(GL3.GL_DEPTH_TEST); gl.glEnable(GL3...