border:边界宽度,0or1 4.void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) 描述: 应用FBO渲染到纹理(glGenTextures),直接绘制到纹理中。glCopyTexImage2D是渲染到FrameBuffer->复制FrameBuffer中的像素产生纹理。glFramebufferTexture2D直接渲染生成纹理,做全...
_frameBuffer = new FrameBuffer(); _frameBuffer.Bind(); _quadTexture = new Texture( TextureTarget.Texture2D , this.Width , this.Height ); _quadTexture.Bind(); GL.GenerateMipmap( GenerateMipmapTarget.Texture2D ); _frameBuffer.Attach( FramebufferAttachment.ColorAttachment0 , _quadTexture ); ...
有两种类型的“帧缓存关联图像”:纹理图像(texture images)和渲染缓存图像(renderbuffer images)。如果纹理对象的图像数据关联到帧缓存,OpenGL执行的是“渲染到纹理”(render to texture)操作。如果渲染缓存的图像数据关联到帧缓存,OpenGL执行的是离线渲染(offscreen rendering)。 这里要提到的是,渲染缓存对象是在GL_EXT...
算法:图像消除纹理是首先将原始图像转换为灰度图像,随机选取和卷积核大小相同的正方形框小图像,选取多个...
When attaching a texture to a framebuffer, all rendering commands will write to the texture as if it was a normal color/depth or stencil buffer. The advantage of using textures is that the render output is stored inside the texture image that we can then easily use in our shaders. ...
顺便说一下,渲染缓冲区对象是在GL_ARB_framebuffer_object扩展中定义的一种新的存储对象类型。它被用来作为在渲染过程中简单二维图片的渲染目的地。 下面这幅图显示了帧缓冲区对象(FBO),纹理对象(Texture Object),渲染缓冲区对象(Renderbuffer Object)之间的连接关系。多个纹理对象和渲染缓冲区对象可以通过附加点被附加...
在OpenGL中所有的图形,都会绘制到 FrameBufferObject 上。如果想使用界面的做分屏渲染,或需要屏幕图像制成贴图以备后期处理,就需要用到 FrameBufferObject 技术,这种方式也被称为 RTT (Render to Texture)。 原理 通过 [csharp]view plaincopy print? glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_...
2.纹理可以连接到FBO,允许直接渲染到纹理,不需要显示glCopyTexImage。3.FBO可以包含许多颜色缓冲区,可以同时从一个片段着色器写入FBO为OpenGL core API的一部分,使用它之前要检查GL_EXT_frmaebuffer_object扩展FBO是一个图像容器,空的FBO容器里面存储的是texture(纹理)和renderbuffer(渲染缓冲区),纹理和渲染缓冲区都...
//1.指定数据源:fbo,0号color attachment glBindFramebuffer(GL_FRAMEBUFFER, fbo); glReadBuffer(GL_COLOR_ATTACHMENT0); //2.指定目的地 glBindTexture(GL_TEXTURE_2D, newTexture); //3.把0号color attachment中的数据拷贝到目的地 glCopyTexSubImage2D(target, level, 0, 0, 0, 0, width, height)...
If you intend to use this data as a texture, it may be more straightforward to simply copy the data directly from the framebuffer into the texture. The functions to do this are glCopyTexSubImage2D() and glCopyTextureSubImage2D(), which are similar to glTextureStorageSubImage2D(). However...