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的精度。如果插值支持不足,选择GL_DONT_CARE或GL_FASTEST可能导致使用简单线性插值。 GL_POINT_SMOOTH_HINT: 确定点采样的质量。
glEnable(GL_LINE_SMOOTH); 1. 2. 方法二:RGBA模式下的抗锯齿 glEnable(GL_LINE_SMOOTH); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);//混合 glHint(GL_LINE_SMOOTH_HINT,GL_DONT_CARE);//抗锯齿 1. 2. 3. 4. 2.使用多重采样对几何图元进行抗锯齿处理 多重采样不...
GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glEnable(GL11.GL_LINE_SMOOTH); GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST); GL11.glLineWidth(1.0F); } 开发者ID:Ygore,项目...
gl.glHint(GL10.GL_LINE_SMOOTH_HINT, GL10.GL_NICEST); gl.glHint(GL10.GL_POLYGON_SMOOTH_HINT, GL10.GL_NICEST); gl.glEnable(GL10.GL_LINE_SMOOTH); gl.glDisable(GL10.GL_DEPTH_TEST); gl.glDisable(GL10.GL_CULL_FACE); mObserver.onSurfaceCreated(); ...
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 glLineWidth ...
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....
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....
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); 真正精细的透视修正。这一行告诉OpenGL我们希望进行最好的透视修正。这会十分轻微的影响性能。但使得透视图看起来好一点。 这个函数中,我们对OpenGL进行所有的设置。我们设置清除屏幕所用的颜色,打开深度缓存,启用smooth shading(阴影平滑),等等。这个例程直到...