glfwMakeContextCurrent(window);//set current window//glew initglewExperimental =GL_TRUE;if(glewInit() !=GLEW_OK){ std::cout<<"glew init failed..."<<std::endl;return-1; }//get width and height from glfw windowintwidth, height; glfwGetFramebufferSize(window,&width, &height);//define ...
glfwMakeContextCurrent(window);//set current window//glew initglewExperimental =GL_TRUE;if(glewInit() !=GLEW_OK){ std::cout<<"glew init failed..."<<std::endl;return-1; }//get width and height from glfw windowintwidth, height; glfwGetFramebufferSize(window,&width, &height);//define ...
//创建帧缓存ID的方式跟vao vbo texture等一样unsignedintfbo;glGenFramebuffers(1,&fbo);glBindFramebuffer(GL_FRAMEBUFFER,fbo);if(glCheckFramebufferStatus(GL_FRAMEBUFFER)==GL_FRAMEBUFFER_COMPLETE)//接下来进行附件的创建与绑定操作glBindFramebuffer(GL_FRAMEBUFFER,0);//恢复原始的默认FrameBufferglDeleteFra...
(WIDTH, HEIGHT, "OpenGL_Circle", nullptr, nullptr); glfwMakeContextCurrent(window); glfwSetKeyCallback(window, key_callback); glewExperimental = GL_TRUE; glewInit(); int width, height; glfwGetFramebufferSize(window, &width, &height); glViewport(0, 0, width, height); GLint vertexShader ...
A callback to grab OpenGL symbols is exposed viaretro_hw_get_proc_address_t. Use this to retrieve symbols and extensions. Inretro_run(), useretro_hw_get_current_framebuffer_tcallback to get which FBO to render to, e.g.glBindFramebuffer(GL_FRAMEBUFFER, get_current_framebuffer()). This...
()# Make the window's context currentglfw.make_context_current(window)# Install a key handlerglfw.set_key_callback(window,on_key)# Loop until the user closes the windowwhilenotglfw.window_should_close(window):# Render herewidth,height=glfw.get_framebuffer_size(window)ratiowidthfloatheight)gl...
glBindFramebuffer(GL_FRAMEBUFFER,0);// 用完了,需要删除帧缓冲对象glDeleteFramebuffers(1,&fbo); 2. 进一步理解帧缓冲对象 注意:帧缓冲本质上是个manager,本身并没有数据,实际的数据在颜色缓冲区、深度缓冲区、模板缓冲区中,manager只是管理这些有数据的缓冲区,对这些缓冲区的引用叫“附件”,参考下图: ...
3、选择一个合适的EGL Configuration FrameBuffer,实际指的是FrameBuffer的参数 函数原型: EGLBoolean eglChooseConfig(EGLDisplay dpy, const EGLint *attrib_list,EGLConfig *configs, EGLint config_size, EGLint *num_config); 参数attrib_list:指定了选择配置时需要参照的属性。
绘制完成后将显示内容提供给到framebuffer; 针对于上述功能需求,Khronos将OpenGL设计成为一组状态机,规定一系列的变量描述OpenGL此刻应当如何运行,其状态通常被称为上下文(Context),我们可以在程序中配置他们,这些状态会一直生效到下次改变: Context:作为状态机的上下文,描述当前状态的值以及改变状态的值; ...
GlMaxFramebufferLayers OpenGL ES 3。 GlMaxFramebufferSamples (继承自 GLES31) GlMaxFramebufferWidth (继承自 GLES31) GlMaxGeometryAtomicCounterBuffers OpenGL ES 3。 GlMaxGeometryAtomicCounters OpenGL ES 3。 GlMaxGeometryImageUniforms OpenGL ES 3。 GlMaxGeometryInputComponents OpenGL ES 3。 GlMax...