GL_FOG_HINT: 用于指示雾效果计算的精度。如果OpenGL实现对每像素雾化不高效,设置为GL_DONT_CARE或GL_FASTEST可以减少计算负担。 GL_LINE_SMOOTH_HINT: 控制线条锯齿消除的质量。当使用大筛选器时,选择GL_NICEST可能增加渲染过程中的像素碎片。 GL_PERSPECTIVE_CORRECTION_HINT: 影响颜色和纹理坐标插补...
//mode参数可以是GL_FASTEST,表示效率最高,可以是GL_NICEST表示质量最好,或者GL_DONT_CARE,表示没什么偏向 1. 2. 3. 1.对点和直线进行抗锯齿处理 方法一: glEnable(GL_POINT_SMOOTH); glEnable(GL_LINE_SMOOTH); 1. 2. 方法二:RGBA模式下的抗锯齿 glEnable(GL_LINE_SMOOTH); glEnable(GL_BLEND); g...
glGetTexEnv 函数 glGetTexGen 函数 glGetTexImage glGetTexLevelParameter 函数 glGetTexParameter 函数 glHint glIndex 函数 glIndexMask glIndexPointer glInitNames glInterleavedArrays glIsEnabled glIsList glIsTexture glLight 函数 glLightModel 函数 glLineStipple ...
GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST); GL11.glLineWidth(1.0F); } 开发者ID:Ygore,项目名称:bit-client,代码行数:16,代码来源:RenderUtil.java 示例3: renderFive ▲点赞 2▼ importorg.lwjgl.opengl.GL11;//导入方法依赖的package包/类publicstaticvoidrenderFive(finalEntity ent){...
.GL_SMOOTH);// Depth buffer setup.gl.glClearDepthf(1.0f);// Enables depth testing.gl.glEnable(GL10.GL_DEPTH_TEST);// The type of depth testing to do.gl.glDepthFunc(GL10.GL_LEQUAL);// Really nice perspective calculations.gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST)...
GL_LINE_SMOOTH_HINT Indicates the sampling quality of antialiased lines. Hinting GL_NICEST can result in more pixel fragments being generated during rasterization, if a larger filter function is applied. GL_PERSPECTIVE_CORRECTION_HINT Indicates the quality of color and texture coordinate interpolation....
GL_LINE_SMOOTH_HINT Indicates the sampling quality of antialiased lines. Hinting GL_NICEST can result in more pixel fragments being generated during rasterization, if a larger filter function is applied. GL_PERSPECTIVE_CORRECTION_HINT Indicates the quality of color and texture coordinate interpolation....
public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glClearColor(0f, 0f, 0f, 1f); gl.glShadeModel(GL10.GL_SMOOTH); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); gl.glHint(GL10.GL_LINE_SMOOTH_HINT, GL10.GL_NICEST); gl.glHint(GL10.GL_POLYGON_SMOOTH_HI...
GL_LINE_SMOOTH_HINT, GL_POLYGON_SMOOTH_HINT, GL_TEXTURE_COMPRESSION_HINT, and GL_FRAGMENT_SHADER_DERIVATIVE_HINT are accepted. mode Specifies a symbolic constant indicating the desired behavior. GL_FASTEST, GL_NICEST, and GL_DONT_CARE are...