// 生成并绑定一个纹理GLuint mytexture;glGenTextures(1, &mytexture);glBindTexture(GL_TEXTURE_2D, mytexture);// 将数据上传到纹理glTexImage2D(GL_TEXTURE_2D,0, GL_RED, SCR_WIDTH, SCR_HEIGHT,0, GL_RED, GL_UNSIGNED_BYTE, data);// 设置纹理参数glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MI...
glu.h库 //#include <gl/glut.h>// 包含OpenGL实用库 #include <gl/glaux.h>// ...
Learn more about the Android.Opengl.GLES31Ext.GlTextureCubeMapArrayExt in the Android.Opengl namespace.
GL_TEXTURE_MIN_FILTER, GL_LINEAR);glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); ...
[Android.Runtime.Register("GL_TEXTURE_CUBE_MAP_ARRAY", ApiSince=24)] public const int GlTextureCubeMapArray = 36873; Field Value Value = 36873 Int32 Attributes RegisterAttribute Remarks Portions of this page are modifications based on work created and shared by the Android Open Source Proj...
* @param target 目标纹理,即 GL_TEXTURE_2D、GL_TEXTURE_3D、GL_TEXTURE_2D_ARRAY 或 GL_TEXTURE_CUBE_MAP * @param level 指定要加载的mip级别。第一个级别为0,后续的mip贴图级别递增 * @param internalformat 纹理存储的内部格式 * @param width 图像的像素宽度 ...
Next, target specifies which type of texture you’d like to create. This can be pretty much any of the texture targets (GL_TEXTURE_1D, GL_TEXTURE_CUBE_MAP, or GL_TEXTURE_2D_ARRAY, for example), but it must be compatible with the type of the original texture, whose name is given in...
// textureCube(envMap, reflectVec) vec4 textureColor = textureCube(cubemap, vTexCoords); gl_FragColor = textureColor; } 天空盒 立方体贴图最主要的应用实例就是天空盒了 天空盒是一个包含了整个场景的(大)立方体,它包含周围环境的6个图像,让玩家以为他处在一个比实际大得多的环境当中。游戏中使用天空...
[Android.Runtime.Register("GL_INT_SAMPLER_CUBE_MAP_ARRAY", ApiSince=24)] public const int GlIntSamplerCubeMapArray = 36878; Field Value Value = 36878 Int32 Attributes RegisterAttribute Remarks Portions of this page are modifications based on work created and shared by the Android Open Sour...
GL_TEXTURE_CUBE_MAP_POSITIVE_Y Top GL_TEXTURE_CUBE_MAP_NEGATIVE_Y Bottom GL_TEXTURE_CUBE_MAP_POSITIVE_Z Back GL_TEXTURE_CUBE_MAP_NEGATIVE_Z FrontLike many of OpenGL's enums, their behind-the-scenes int value is linearly incremented, so if we were to have an array or vector of texture...