GLuint depthRenderbuffer;glGenRenderbuffers(1, &depthRenderbuffer);glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer); 判...
在一个帧缓存对象中有多个颜色关联点 (GL_COLOR_ATTACHMENT0_EXT,...,GL_COLOR_ATTACHMENTn_EXT),一个深度关联点 (GL_DEPTH_ATTACHMENT_EXT),和一个模板关联点(GL_STENCIL_ATTACHMENT_EXT)。每个FBO中至少有一 个颜色关联点,其数目与实体显卡相关。可以通过GL_MAX_COLOR_ATTACHMENTS_EXT来查询颜色关联点的最大...
// 3d_snake_openGL_demo.c // 3D Windows OpenGL 贪吃蛇: 俺家孩子自己弄的 OpenGL 贪吃蛇 // WTFPL // // for Windows #include <GL/glut.h> #include <stdio.h> #include <stdbool.h> #include <math.h> #include <stdlib.h> #include #define RANGE 0.7 #define CAMERA_HEIGHT 45 #define C...
a depth buffer to write and test depth information, and finally a stencil buffer that allows us to discard certain fragments based on some condition. The combination of these buffers is stored somewhere in GPU memory and is called aframebuffer. OpenGL gives us the flexibility to define...
Store the depths of our fragments in a separate texture (or reconstruct them from the depth buffer), eliminating the need to store them in the intermediate image. Pre-bias our rendered image by −0.5, which keeps the summed area table values closer to zero even for larger images, thereby...
和纹理一样,创建一个多采样渲染缓冲对象(Multisampled Renderbuffer Objects)不难。而且还很简单,因为我们所要做的全部就是当我们指定渲染缓冲的内存的时候将glRenderbuffeStorage改为glRenderbufferStorageMuiltisample: [html]view plaincopy glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8,...
The renderbuffer can be used to allocate and store color, depth, or stencil values and can be used as a color, depth, or stencil attachment in a framebuffer Color Attachment Depth Attachment Stencil Attachment FrameBuffer Objects object. A renderbuffer is similar to an off-...
OpenGL须要将全部的数据都保存到缓存对象(buffer object)中。 我们能够使用多种方式创建这种数据缓存,最经常使用的是glBufferData()wiki。 Buffer Objects are OpenGL Objects that store an array of unformatted memory allocated by the OpenGL context (aka: the GPU). These can be used to store vertex data,...
// Store a pointer to the application engine for event handling. app->userData=&engine; // Callback for handling application status changes app->onAppCmd=engine_handle_cmd; // Callback for handling touch input app->onInputEvent=engine_handle_input; ...
Doing so builds up the contents of the depth buffer so that early depth testing can reject subsequent obscured fragments.Alpha test/discard draws may stall the pipeline when depth or stencil testing is enabled. This is because subsequent draws require the depth and stencil buffers to be up to ...