irradianceShader.setMat4("view", captureViews[i]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradianceMap, 0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); renderCube(); } glBindFramebuffer(GL_FRAMEBUFFER, 0); 现在,完成这...
先说单重采样,比如我们根据纹理映射得到了一张映射图片,那么将映射图片传入绘制buffer的时候,单重采样会采用一一对应的方法,但是多重采样则会利用了多重采样缓冲区,由该点附近多个位置的颜色、depth、stencil的采样共同决定绘制buffer上一个像素点的信息,这样也就使得图片的边缘可以比较平滑的过渡,减小视觉上的瑕疵。生...
Specifies the size in bytes of the buffer object's new data store. data Specifies a pointer to data that will be copied into the data store for initialization, or NULL if no data is to be copied. usage Specifies the expected usage pattern of the data store. 6.给对应的顶点属性数组指定数...
先说单重采样,比如我们根据纹理映射得到了一张映射图片,那么将映射图片传入绘制buffer的时候,单重采样会采用一一对应的方法,但是多重采样则会利用了多重采样缓冲区,由该点附近多个位置的颜色、depth、stencil的采样共同决定绘制buffer上一个像素点的信息,这样也就使得图片的边缘可以比较平滑的过渡,减小视觉上的瑕疵。生...
Specifies a offset of the first component of the first generic vertex attribute in the array in the data store of the buffer currently bound to the GL_ARRAY_BUFFER target. The initial value is 0. 7.设置Attribute变量,传递给shader void glBindAttribLocation( GLuint program,GLuint index,const GL...
I've managed to implement a logarithmic depth buffer in OpenGL, mainly courtesy of articles from Outerra (You can read them here, here, and here). However, I'm having some issues, and I'm not sure if these issues are inherent to using a logarithmic depth buffer or if there's some wo...
GL_RENDERBUFFER_BLUE_SIZE GL_RENDERBUFFER_ALPHA_SIZE GL_RENDERBUFFER_DEPTH_SIZE GL_RENDERBUFFER_STENCIL_SIZE 将图像和FBO关联 FBO本身没有图像存储区。我们必须帧缓存关联图像(纹理或渲染对象)关联到FBO。这种机制允许FBO快速地切换(分离和关联)帧缓存关联图像。切换帧缓存关联图像比在FBO之间切换要快得多。而且...
现代GPU通常都实现了early depth test优化,即尽管从程序员视角看来一些测试是在fragment processing之后...
// - Tell OpenGL which color attachments we'll use (of this framebuffer) for rendering GLuint attachments[3] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 }; glDrawBuffers(3, attachments); // - Create and attach depth buffer (renderbuffer) ...
GL_RENDERBUFFER_DEPTH_SIZE GL_RENDERBUFFER_STENCIL_SIZE 将图像和FBO关联 FBO本身没有图像存储区。我们必须帧缓存关联图像(纹理或渲染对象)关联到FBO。这种机制允许FBO快速地切换(分离和关联)帧缓存关联图像。切换帧缓存关联图像比在FBO之间切换要快得多。而且,它节省了不必要的数据拷贝和内存消耗。比如,一个纹理可...