Simple sample on how to create a post-processing effect without changing too much of the main rendering code of you application. Whitepaper Download Simple Depth Float Simple Depth Float demonstrates the use of a floating point depth buffer. The sample demonstrates the differences in depth ...
最开始采样超采样抗锯齿(Super Sample Anti-alising, SSAA)的技术,它会使用比正常分辨率更高的分辨率(即超采样)来渲染场景,当图像输出到帧缓冲中更新时,分辨率会被下采样(Downsample)至正常的分辨率,但由于较高的性能你开销,所以也只拥有了短暂的辉煌。 多重采样:光栅器是位于顶点之后到片段着色器之前的一系列算法...
如果你每件事都做对了,那么你现在已经可以使用下面的语句成功渲染字符串了: RenderText(shader, "This is sample text", 25.0f, 25.0f, 1.0f, glm::vec3(0.5, 0.8f, 0.2f)); RenderText(shader, "(C)LearnOpenGL.com", 540.0f, 570.0f, 0.5f, glm::vec3(0.3, 0.7f, 0.9f)); 渲染效果看上去...
我们使用glTexImage2DMultiSample来创建存储多重采样点的纹理,同时纹理类型改为GL_TEXTURE_2D_MULTISAMPLE: glBindTexture(GL_TEXTURE_2D_MULTISAMPLE,tex);glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE,samples,GL_RGB,width,height,GL_TRUE);glBindTexture(GL_TEXTURE_2D_MULTISAMPLE,0); g...
uchar buffer[16], tmp_char; if (ASCI==' ') { return 0; } PX_GetASCIICode(...
// 1. Retrieve the vertex/fragment source code from filePath std::string vertexCode; std::string fragmentCode; std::ifstream vShaderFile; std::ifstream fShaderFile; // ensures ifstream objects can throw exceptions: vShaderFile.exceptions (std::ifstream::badbit); ...
The sample code for the OpenGL ES 3.0 Programming Guide currently builds on the following platforms: Microsoft Windows Linux X11 Android 4.3+ NDK (C/C++) Android 4.3+ SDK (Java) iOS7 Instructions for building for each platform are provided in Chapter 16, "OpenGL ES Platforms". ...
2.Render Target: Render Target在OpenGL中可以有两种,即Render Buffer Object和Texture,操作都比较相同;同时都支持反走样,即使用glRenderbufferStorageMultisample和glTexImage{2,3}DMultisample来开启;将其attach到Frame Buffer Object的方法类似,使用glFramebufferRenderbuffer,glFramebuffer,glFramebufferTexture{1,2,3}...
// then sample textures with new texture coords vec3 diffuse = texture(diffuseMap, texCoords); vec3 normal = texture(normalMap, texCoords); normal = normalize(normal * 2.0 - 1.0); // proceed with lighting code [...] } 我们定义了一个ParallaxMapping来计算偏移后的纹理坐标,输入纹理...
android ndk的資料夾中即有sample(hello-gl2: shader範例,san-angeles: 3d opengl es範例), 於eclipse中以存在的android專案加入即可 於project中新增libs, jni資料夾 libs: 於project的properties設定bulider,用android ndk的ndk_build產生.so檔(做為java code與c code的那個.c檔的連接) ...