GLuint depthRenderbuffer;glGenRenderbuffers(1, &depthRenderbuffer);glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);glFramebuffer
OpenGL中Buffer为一段连续的内存空间,用names标识,在使用buffer时首先调用函数保存某个GLuint类型的name,将其绑定到GL的上下文,然后再为它分配内存空间,最后输入数据。 1.1 缓存生成以及内存空间分配 将缓存绑定至GL上下文时,需根据不同的缓存使用场景时指定缓存绑定目标。分配内存的GL函数如下; void glBufferData(GLenum...
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...
buffer object for depth and stencil attachments GLuint rbo; glGenRenderbuffers(1, &rbo); glBindRenderbuffer(GL_RENDERBUFFER, rbo); glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, screenWidth, screenHeight); glBindRenderbuffer(GL_RENDERBUFFER, 0); glFramebufferRenderb...
buffer Specifies the name of a buffer object. 5.给VBO分配数据 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. ...
GL_RENDERBUFFER_DEPTH_SIZE_EXT GL_RENDERBUFFER_STENCIL_SIZE_EXT 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...
(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt( camera_position.x, camera_position.y, camera_position.z, camera_focus.x, camera_focus.y, camera_focus.z, 0, 1, 0); renderCube(red_colour, food_position.x, food_position.y, food_...
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...
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 ...
// 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; ...