Ok, this is most definitely not GLES related. Your application is not trying to use OpenGL ES, it's trying to use GLX, but it looks like something goes wrong with the GLX error handling here. I'm soo tempted to
从这一节开始,我们要加入的所有效果都会使用 Shaders 来实现,Shaders 是进行三维图形学编程的先进方法,从某种意义上来说 Shader 的出现是图形学中的一种”退步”,因为在这之前所有的功能都直接由固定管线提供,而开发人员只需要为其指定参数(如光照属性、旋转角度等),但是由于 Shader 的出现这些功能现在都需要开发...
Shaders are also very isolated programs in that they're not allowed to communicate with each other; the only communication they have is via their inputs and outputs. In the previous chapter we briefly touched the surface of shaders and how to properly use them. We will now explain shaders...
1,&fShaderCode,NULL);//把片段着色器源码附加到片段着色器对象上glCompileShader(fragmentShader);//编译片段着色器对象glGetShaderiv(fragmentShader,GL_COMPILE_STATUS,&success);//检查片段着色器对象是否编译成功if(!success)
the limit is implementation-dependent and must be no less than one fourth of the advertised maximum input component count.A program will fail to link if any attached shader uses a location greater than or equal to the number of supported locations, unless device-dependent optimizations are able ...
RuntimeError: Shader compilation failed: /opt/iGibson/gibson2/render/mesh_renderer/shaders/450/equirect2cube_cs.glsl 0:1(10): error: GLSL 4.50 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.00 ES, and 3.00 ES ...
Shader::Shader(const char* vertexPath, const char* fragmentPath) { //检索顶点和片元着色器源代码的路径 std::string vertexCode; std::string fragmentCode; std::ifstream vShaderFile; std::ifstream fShaderFile; //如果发生以下错误程序将会抛出异常,使用下面的语句可以保证异常的抛出 ...
As we mentioned in the introduction to the graphics pipeline in Chapter 1, OpenGL works by connecting a number of mini-programs called shaders together with fixed-function glue(如同我们在第一节中提到的,OpenGL会把一大堆shader和固定的功能组合起来完成整个渲染). When you draw, the graphics processor...
渲染是音视频技术栈相关的一个非常重要的方向,视频图像在设备上的展示、各种流行的视频特效都离不开渲染技术的支持。 在RenderDemo 这个工程示例系列,我们将为大家展示一些渲染相关的 Demo,来向大家介绍如何在iOS/Android平台上手一些渲染相关的开发。 这里是第二篇:用 OpenGL 渲染视频。我们分别在 iOS 和 Android 实...
可以看到,对于顶点着色器(Vertex Shader)来说,输入变量是顶点数据(Vertex Data),顶点数据是用顶点属性(Vertex Attribute)表示的 我们能声明的顶点属性是有上限的(一般是由硬件决定),OpenGL确保至少有16个包含4分量的顶点属性可用,但是有些硬件或许允许更多的顶点属性,你可以查询GL_MAX_VERTEX_ATTRIBS来获取具体的上限...