ErrorResult& out_rv) { TexImageTarget texImageTarget; WebGLTexture* tex;if(!ValidateTexImageTarget(this, rawTexImageTarget,"texSubImage2D", &texImageTarget, &tex)) {return; } tex->TexSubImage2D(texImageTarget
Thread 2 then signals to Thread 1 that a new frame is ready, at which point Thread 1 invokes glTexSubImage2D(bb) to update it's texture with the new data from Thread 2, and proceed with it's "blending" in order to generate a new frame.This architecture works better...
First, glActiveTexture(GL_TEXTURE0 + 2) selects the texture unit GL_TEXTURE2, which is used for the Y component of the YUV image. Then, glBindTexture(GL_TEXTURE_2D,idY) binds the texture object with the ID “idY” to the current texture unit. Next, glTexSubImage2D(GL_TEXTURE_2D,0,...
On a OpenGL 3.2 Core application, updating a GL_DEPTH_STENCIL/GL_UNSIGNED_INT_24_8 texture using glTexSubImage2D updates only the depth buffer, and leaves the stencil component unchanged. This has been reproduced in 2 different machines, so I'll give my system information and ment...
*** GL error after call to CompressedTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 2048, width = 512, height = 1024, format = GL_COMPRESSED_RGB8_ETC2, imageSize = 262144, data = 0xc13ab008): invalid operation In this case the size of the compress...
在下文中一共展示了WebGLTexture::CompressedTexSubImage2D方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。 示例1: voidWebGLContext::CompressedTexSubImage2D(GLenum rawTexImageTarget, GLint level, ...
On a OpenGL 3.2 Core application, updating a GL_DEPTH_STENCIL/GL_UNSIGNED_INT_24_8 texture using glTexSubImage2D updates only the depth buffer, and leaves the stencil component unchanged. This has been reproduced in 2 different machines, so I'll give my system info...