格式GL_DEPTH_COMPONENT,而且沒有深度緩衝區。 GL_INVALID_OPERATION 在對glBegin的呼叫與glEnd的對應呼叫之間呼叫函式。 備註 glReadPixels函式會從框架緩衝區傳回圖元資料,從左下角位於位置 (x、y) 的圖元開始,傳回從位置圖元開始的用戶端記憶體。 數個參數會控制圖元資料的處理,然後再放入用戶端記憶體中。
GL_DEPTH_COMPONENT:每个像素只有深度值。 常见的type参数包括: GL_UNSIGNED_BYTE:每个像素由8位无符号整数表示。 GL_BYTE:每个像素由8位有符号整数表示。 GL_UNSIGNED_SHORT:每个像素由16位无符号整数表示。 GL_SHORT:每个像素由16位有符号整数表示。 GL_UNSIGNED_INT:每个像素由32位无符号整数表示。 GL_INT:...
点击[颜色] 9、点击[Ranking] 10、点击[选择一种渲染方式] 11、点击[度] 12、点击[应用] ...
GL_DEPTH_COMPONENT -- 读到的是“深度”值,相当于RGBA里的A,(GL_ALPHA) . 结果可能就是1。ALPHA 用来模拟 “雾”,半透明。 画图时用到不同的ALPHA,读深度才能读出0-〉1 间的数值。坐标正负与ALPHA并无直接关系。读的区域是[0,0]到[width,height]---GL_DEPTH_COMPONENTDepth values are ...
#define GL_COLOR_INDEX 0x1900 #define GL_STENCIL_INDEX 0x1901 #define GL_DEPTH_COMPONENT 0x1902 #define GL_RED 0x1903 #define GL_GREEN 0x1904 #define GL_BLUE 0x1905 #define GL_ALPHA 0x1906 #define GL_RGB 0x1907 #define GL_RGBA 0x1908 ...
#define GL_COLOR_INDEX 0x1900 #define GL_STENCIL_INDEX 0x1901 #define GL_DEPTH_COMPONENT 0x1902 #define GL_RED 0x1903 #define GL_GREEN 0x1904 #define GL_BLUE 0x1905 #define GL_ALPHA 0x1906 #define GL_RGB 0x1907 #define GL_RGBA 0x1908 ...
GL_DEPTH_COMPONENT Depth values are read from the depth buffer. Each component is converted to floating point such that the minimum depth value maps to 0.0 and the maximum value maps to 1.0. Each component is then multiplied by GL_DEPTH_SCALE, added to GL_DEPTH_BIAS, and finally clamped ...
glMapGrid Functions glMaterial Functions glMatrixMode glMultMatrix Functions glNewList glNormal Functions glNormalPointer glOrtho glPassThrough glPixelMap Functions glPixelStore Functions glPixelTransfer Functions glPixelZoom glPointSize glPolygonMode glPolygonOffset ...
GL_DEPTH_COMPONENT Depth values are read from the depth buffer. Each component is converted to floating point such that the minimum depth value maps to 0.0 and the maximum value maps to 1.0. Each component is then multiplied by GL_DEPTH_SCALE, added to GL_DEPTH_BIAS, and finally clamped ...
GL_DEPTH_COMPONENT Depth values are read from the depth buffer. Each component is converted to floating point such that the minimum depth value maps to 0.0 and the maximum value maps to 1.0. Each component is then multiplied by GL_DEPTH_SCALE, added to GL_DEPTH_BIAS, and finally clamped ...