{ // Grab the screen pixels and copy into local memory // 从FrameBuffer中获取屏幕像素,并拷贝到客户端内存中 glReadPixels(0, 0, screenWidth, screenHeight, GL_RGB, GL_UNSIGNED_BYTE, pixelData); // Push pixels from client memory into texture // Setup texture unit for new blur, this gets...
31.我如何转换一个物体使它指向或者跟随场景中的一个物体,或点? 你需要构造一个矩阵 , 它可以转换你的物体的本地坐标系统到一个你所希望面对的方向的坐标系统. 看 example code , 是如何建造这类矩阵的. 假如你仅仅指是想渲染一个物体, 使它可以面对观察者, 你可以考虑通过在眼坐标空间中把模型视点矩阵设置...
//帧缓冲 => host void glReadPixels(); 帧缓冲有多个attachment,拷贝前需要通过glReadBuffer()指定读取哪个attachment,举个例子: //1.指定数据源:默认帧缓冲,0号color attachment glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); glReadBuffer(GL_COLOR_ATTACHMENT0); //2.把0号color attachment中的数据拷贝到目...
glReadPixels(0, 0, screenWidth, screenHeight, GL_RGB, GL_UNSIGNED_BYTE, NULL); glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); // 解绑 PBO // Next bind the PBO as the unpack buffer, then push the pixels straight into the texture // ☆ 接着绑定 PBO 为 Unpack Buffer,再把 PBO 中的像素直接...
Listing 9.37: Taking a screenshot with glReadPixels() The .TGA file format simply consists of a header (which is defined by tga_header)followed by raw pixel data. The example of Listing 9.37 fills in the header and then writes the raw data into the file immediately following it. ...
For example, glReadPixels() and glGetTexImage() are"pack"pixel operations, and glDrawPixels(), glTexImage2D() and glTexSubImage2D() are"unpack"operations. When a PBO is bound with GL_PIXEL_PACK_BUFFER token, glReadPixels() reads pixel data from a OpenGL framebuffer and write (pack) the ...
For example, glReadPixels() and glGetTexImage() are"pack"pixel operations, and glDrawPixels(), glTexImage2D() and glTexSubImage2D() are"unpack"operations. When a PBO is bound with GL_PIXEL_PACK_BUFFER_ARB token, glReadPixels() reads pixel data from a OpenGL framebuffer and write (pack) ...
Unfortunately I can't seem to get the GlReadPixels function to work properly. I found two variations of the function in searches. Func_glReadPixels($x,$y,$width,$height,$format,$type,ByRef$pixels)DllCall('opengl32.dll','none','glReadPixels',_'int',$x,_'int',$y,_'int',$width,_'in...
toGL_READ_FRAMEBUFFERis then used for all read operations likeglReadPixelsand the framebuffer bound toGL_DRAW_FRAMEBUFFERis used as the destination for rendering, clearing and other write operations. Most of the times you won't need to make this distinction though and you generally bind to both...
Related Information The glBegin or glEnd subroutine, glBlendFunc subroutine, glClear subroutine, glClearAccum subroutine, glCopyPixels subroutine, glLogicOp subroutine, glPixelStore subroutine, glPixelTransfer subroutine, glReadBuffer subroutine, glReadPixels subroutine, glScissor subroutine, glStencilOp ...