glslProgram->sendUniform("worldSize", WORLD_SIZE);//glslProgram->sendUniform("numVoxels", VOXEL_SIZE);//glslProgram->sendUniform("mipLevel", VoxelGrid::getInstance()->getMipLevel());intmipFactor =pow(2.0, VoxelGrid::getInstance()->getMipLevel()); glActiveTexture(GL_TEXTURE8); glEnable(GL...
gl::viewport( vec2(0), getWindowSize() );// Draw small spheres{ gl::ScopedTextureBindscopeTex0( mLight->getFbo()->getDepthTexture(), 0 ); gl::ScopedTextureBindscopeTex1( mStripeTex,1); mRenderGlsl->uniform("uShadowMap",0); mRenderGlsl->uniform("uStripeTex",1); mRenderGlsl->uni...
void glBufferData( GLenum target,GLsizeiptr size,const GLvoid * data,GLenum usage); creates and initializes a buffer object's data store. Parameters target Specifies the target buffer object. size Specifies the size in bytes of the buffer object's new data store. data Specifies a pointer to ...
fprintf( stderr,"Video initialization failed: %s\n", SDL_GetError( ) ); quit( 1 ); } atexit(SDL_Quit); //Set some Attribute of OpenGL in SDL SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 ); SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 ); SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 ...
glPushAttrib(GL_VIEWPORT_BIT); glViewport(0, 0, width, height); glPushMatrix(); glBegin(GL_QUADS); glColor3f(1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0, 1.0, -1.0); glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0, 1.0, -1.0); ...
void glVertexAttribPointer( GLuint index,GLint size,GLenum type,GLboolean normalized,GLsizei stride,const GLvoid * pointer); - define an array of generic vertex attribute data Parameters index Specifies the index of the generic vertex attribute to be modified. ...
大体原理是:血条模型本身必须是中心对称的;摄像机远离其Target时,应该放大血条(glm.scale());之后向上移动一段距离,这段距离与摄像机到Target的距离是减函数关系(我就认为是成反比,具体原因我说不清)。这样才可能保持其大小不变。经过试验,上述AlwaysSameSize()方法是正确的。
SV_ViewportArrayIndex gl_ViewportIndex 此表来源于OpenGL维基百科,HLSL语义文档以及GL_KHR_vulkan_glsl扩展规范。 原子操作 原子操作的对应关系非常简单。将Interlocked换成atomic。因此InterlockedAdd则替换成atomicAdd,以此类推。唯一的区别就是InterlockedCompareExchange要换成atomicCompSwap。
uniformmat4viewPortMatrixglUiform... attribute:其最大的特点就是只能从客户端把数据传递到顶点着色器,也只能在顶点着色器里面使用。一般用来修饰顶点数据、纹理坐标、颜色、法线,即一切和坐标、和颜色有关的数据。 attributevec4position;//传递顶点attributevec4color;//传递颜色attributevec2texCoord;// 纹理坐标 ...
void Viewport::SetZoomX(float zx) { CheckIsDisposed(); transform_.SetScale(base::Vec2(zx, GetZoomY())); } void Viewport::SetZoomY(float zy) { CheckIsDisposed(); transform_.SetScale(base::Vec2(GetZoomX(), zy)); } void Viewport::SnapToBitmap(scoped_refptr<Bitmap> target) { Check...