cudaGraphicsRegisterFlagsSurfaceLoadStore:指定 CUDA 将此资源绑定到表面引用。 cudaGraphicsRegisterFlagsTextureGather:指定 CUDA 将对此资源执行纹理收集操作。 支持以下图像格式。为简洁起见,该列表是缩写的。例如,{GL_R, GL_RG} X {8, 16} 将扩展为以下 4 种格式 {GL_R8, GL_R16, GL_RG8, GL_RG16} ...
this texture would consume a gigabyte of memory. This is the largest size of 2D texture that must be supported by OpenGL—larger textures may be supported but this is not guaranteed. Because the texture is sparse, however, the storage
The texture coordinate passed to textureGatherOffset must lie in the center of the 2 × 2 region. Listing 11.8 shows the code that gathers 16 texels’ worth of data in four calls to textureGatherOffset. 首先,我们的压缩器加载了4x4大小的纹理到本地的数组里。因为我们处理的是单通道的数据,所以...
GL_VERTEX_TEXTURE, GL_TESS_CONTROL_TEXTURE, GL_TESS_EVALUATION_TEXTURE, GL_GEOMETRY_TEXTURE, GL_FRAGMENT_TEXTURE, or GL_COMPUTE_TEXTURE 作为纹理的支持程度,返回GL_FULL_SUPPORT, GL_CAVEAT_SUPPORT, or GL_NONE GL_TEXTURE_SHADOW, GL_TEXTURE_GATHER or GL_TEXTURE_GATHER_SHADOW 对阴影、gather指令的...
The gl_FrontFacing variable is a bool that is true if the fragment is part of a front face and false otherwise. We could create a cube this way with a different texture on the inside than on the outside: #version 330 core out vec4 FragColor; in vec2 TexCoords; uniform sampler2D ...
void DisplayFramebufferTexture(unsigned int textureID) { if (!notInitialized) { // initialize shader and vao w/ NDC vertex coordinates at top-right of the screen [...] } glActiveTexture(GL_TEXTURE0); glUseProgram(shaderDisplayFBOOutput); glBindTexture(GL_TEXTURE_2D, textureID); glBindVertex...
ES着色语言(textureGather,textureGatherOffset)中现已提供纹理收集函数;这些函数可用于检索2x2占位面积,用于在纹理查找操作中进行线性过滤 将4个8位整数打包为32位无符号整数,并将32位无符号整数解包为4个8位整数的函数(packUnorm4x8, packSnorm4x8, unpackUnorm4x8, unpackSnorm4x8) ...
GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map_array, GL_ARB_texture_float, GL_ARB_texture_gather, GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two, GL_ARB_texture_query_levels, GL_ARB_texture_query_lod, GL_ARB_texture_...
. . . . . 155 8.6 A texture image and the coordinates used to access it. . . . . . . . 167 8.7 Example of the components returned for textureGather. . . . . 198 10.1 Vertex processing and primitive assembly. . . . . . . . . . . . . . 10.2 Triangle strips, fans, and...
这个版本的OpenGL开始支持可以用于体渲染(volume rendering)和体纹理(solid texture)的texture 3D;BGRA和BGA的出现主要是为了兼容某些平台和硬件;包装像素(pack pixel)的出现使得像素可以在不同的对象之间进行像素传输(pixel transfer),这也就是像素缓冲对象(pixel buffer object)的前身;GL_SGIS_texture_edge_clamp扩展...