*/-(GLuint)setupTexture:(NSString*)fileName{// 1、使用CoreGraphics把图像转换成bitmap data// 获取图片的CGImageRefCGImageRef spriteImage=[UIImage imageNamed:fileName].CGImage;if(!spriteImage){NSLog(@"Failed to load image %@",fileName);exit(1);}// 读取图片的大小size_t width=CGImageGetW...
GLuintheightTexture; voidsetupVertices(void) { numGroundVertices=ground.getNumVertices(); std::vector<glm::vec3>vert=ground.getVertices(); std::vector<glm::vec2>tex=ground.getTextureCoords(); std::vector<glm::vec3>norm=ground.getNormals(); std::vector<float>pvalues; std::vector<float>...
然后通过glBindTexture,给texture object name创建和关联一个texture object,同时,通过这个API,还将这个texture object放入了当前被使用的纹理单元中,由于这个纹理单元正在被GPU使用,所以这个texture也就成了GPU所使用的2D texture或者cubemap texture,虽然GPU中可以存放大量的纹理单元,每个纹理单元又都包含着纹理,而且在纹...
texture函数可以获得 ourTexture对应的纹理的 TexCoord纹理坐标处的颜色值。 #version 330 coreoutvec4FragColor;invec3ourColor;invec2TexCoord;uniformsampler2DourTexture;voidmain(){//FragColor = texture(ourTexture, TexCoord) * vertexColor; //将纹理和顶点颜色插值后的结果叠加FragColor=mix(texture(ourTexture,...
It’s likely that the shader compiler will optimize away any code that becomes redundant as a result. You can get more information about the samplers in your shader by using a few other functions provided by GLSL. First, the textureSize function returns the size of the texture. It, too, ...
GLSL Texture Size I have a problem with my fragment shader. I want to get the size of a texture (which is loaded from an image). I know that it is possible to use textureSize(sampler) to get an ivec2 which contains the texture size. But i don't know why this isn't working (...
int[] maxTextureSize = new int[1]; GLES10.glGetIntegerv(GL10.GL_MAX_TEXTURE_SIZE, maxTextureSize, 0); maxTextureSize stores the size limit for decoded image such as 4096x4096, 8192x8192 . Remember to run this piece of code in the MainThread or you will get Zero. Share Follow ed...
glfwGetFramebufferSize(window, &viewWidth, &viewHeight); glViewport(0, 0, 800, 600);*/ //初始化我们的着色器 Shader ourShader("../Shader/shader_texture.vs", "../Shader/shader_texture.fs"); //数据部分 static float vertices[] = { ...
precision highpfloat;varying lowp vec2 varyTextCoord;uniform sampler2D colorMap;voidmain(){gl_FragColor=texture2D(colorMap,varyTextCoord);} 初始化 1. 创建图层 1.1 图层主要是显示OpenGL ES绘制内容的载体。它的创建有两种方式: 直接使用当前view的layer。但是view的layer是继承于CALayer,需要重写类方法lay...
glEnableVertexAttribArray(1);//2 纹理坐标glVertexAttribPointer(2,2,GL_FLOAT,GL_FALSE,8*sizeof(float),(void*)(6*sizeof(float))); glEnableVertexAttribArray(2); unsignedinttexture1,texture2;//纹理对象1 texture1glGenTextures(1,&texture1); ...