importorg.lwjgl.opengl.GL11;//导入方法依赖的package包/类/** * Switch back to the default frame buffer. */publicvoidunbindAfterRender(){ GL30.glBindFramebuffer(GL30.GL_DRAW_FRAMEBUFFER,0); GL11.glDrawBuffer(GL11.GL_BACK); GL11.glViewport(0,0, Display.getWidth(), Display.getHeight())...
GL_FRONT_AND_BACK 所有正面和背面颜色缓冲区 (前左、前右、后左、后-右) 都写入。 如果没有后退颜色缓冲区,则只写入左前和右前颜色缓冲区。 如果没有右色缓冲区,则只写入左前和后左颜色缓冲区。 如果没有右侧或背面的颜色缓冲区,则只写入左前颜色缓冲区。
back right) are written. If there are no back color buffers, only the front left and front right color buffers are written. If there are no right color buffers, only the front left and back left color buffers are written. If there are no right or back color buffers, only the front le...
The default value is GL_FRONT for single-buffered contexts, and GL_BACK for double-buffered contexts.RemarksWhen colors are written to the framebuffer, they are written into the color buffers specified by glDrawBuffer.If more than one color buffer is selected for drawing, then blending or logi...
The default value is GL_FRONT for single-buffered contexts, and GL_BACK for double-buffered contexts. Remarks When colors are written to the framebuffer, they are written into the color buffers specified byglDrawBuffer. If more than one color buffer is selected for drawing, then blending or ...
Only the back-right color buffer is written. 只有右后颜色缓存区被写入 GL_FRONT Only the front-left and front-right color buffers are written. If there is no front-right color buffer, only the front left-color buffer is written. 只有左前和右前颜色缓存区被写入,如果没有右前 颜色缓存,就只...
GL_BACK_LEFT Only the back-left color buffer is written. GL_BACK_RIGHT Only the back-right color buffer is written. GL_FRONT Only the front-left and front-right color buffers are written. If there is no front-right color buffer, only the front left-color buffer is written. ...
GlTransformFeedbackBufferMode GlTransformFeedbackBufferSize GlTransformFeedbackBufferStart Gl 轉換回饋暫停 GlTransformFeedbackPrimitivesWritten GlTransformFeedbackVaryingMaxLength GlTransformFeedbackVaryingsConst GlUniformArrayStride GlUniformBlockActiveUniformIndices GlUniformBlockActiveUniforms GlUniformBlockBindingConst ...
var GL_STENCIL_BACK_PASS_DEPTH_FAIL: Int32 var GL_STENCIL_BACK_PASS_DEPTH_PASS: Int32 var GL_STENCIL_BACK_REF: Int32 var GL_STENCIL_BACK_VALUE_MASK: Int32 var GL_STENCIL_BACK_WRITEMASK: Int32 var GL_STENCIL_BITS: Int32 var GL_STENCIL_BUFFER_BIT: Int32 var GL_STENCIL_CLEAR_VALUE...