随笔 - 547  文章 - 213 评论 - 417 阅读 - 107万

随笔分类 -  OpenGL ES

用来创建压缩纹理的工具
摘要:Once a texture has been loaded as a compressed texture, it can be used for texturing in exactly the same way as an uncompressed texture. The details of the ETC2/EAC formats are beyond our scope here... 阅读全文
posted @ 2018-01-08 14:39 今夜太冷 阅读(446) 评论(0) 推荐(0) 编辑
esUtil.h中的m变量报错
摘要:引用了OpenGL ES自带的esUtil.h, 编译的时候报错: typedef struct { GLfloat m[4][4]; } ESMatrix; expected member name or ";" after declaration specifiers 怎么回事那? 【分析】 ... 阅读全文
posted @ 2017-12-08 23:09 今夜太冷 阅读(556) 评论(0) 推荐(0) 编辑
OpenGL ES 3.0 and libGLESv2
摘要:note that libGLESv2 is the recommended Khronos naming convention for the OpenGL ES 3.0 library. This is the same name as the OpenGL ES 2.0 library. The names match because OpenGL ES 3.0 is backward co... 阅读全文
posted @ 2017-12-05 11:05 今夜太冷 阅读(1094) 评论(0) 推荐(0) 编辑
创建压缩纹理的工具
摘要:Once a texture has been loaded as a compressed texture, it can be used for texturing in exactly the same way as an uncompressed texture. The details of the ETC2/EAC formats are beyond our scope here... 阅读全文
posted @ 2017-10-31 11:57 今夜太冷 阅读(297) 评论(0) 推荐(0) 编辑
Uniform and Interpolator Packing的作用
摘要:All of the packing that is done is completely transparent to the user of the OpenGL ES Shading Language, except for one detail: The packing impacts the way in which uniforms and vertex shader outputs/... 阅读全文
posted @ 2017-09-27 17:09 今夜太冷 阅读(177) 评论(0) 推荐(0) 编辑
OpenGL ES Shading Language中应尽量避免使用循环
摘要:In addition to basic if-then-else statements, it is possible to write for, while, and do-while loops. In OpenGL ES 2.0, very strict rules governed the usage of loops. Essentially, only loops that co... 阅读全文
posted @ 2017-09-26 15:58 今夜太冷 阅读(321) 评论(0) 推荐(0) 编辑
OpenGL ES Shader语言中的函数不支持递归
摘要:An example function definition is given here for a simple function that computes basic diffuse lighting: vec4 diffuse(vec3 normal, vec3 light, vec4 baseColor) { return baseColor * dot(normal, l... 阅读全文
posted @ 2017-09-26 15:37 今夜太冷 阅读(289) 评论(0) 推荐(0) 编辑
GL_ACTIVE_UNIFORMS可能不会返回没有用到的uniform
摘要:To query for the list of active uniforms in a program, you first call glGetProgramiv with the GL_ACTIVE_UNIFORMS parameter (as described in the previous section). This will tell you the number of acti... 阅读全文
posted @ 2017-09-26 10:46 今夜太冷 阅读(229) 评论(0) 推荐(0) 编辑
glValidateProgram只用于调试
摘要:glValidateProgram应该只用于调试,用于release版本中会影响性能。以下是详细描述: Before doing so, however, we might want to check whether the program validates. That is, there are certain aspects of execution that a successful ... 阅读全文
posted @ 2017-09-26 10:36 今夜太冷 阅读(459) 评论(0) 推荐(0) 编辑
可以在任何时候attach一个shader到program对象
摘要:可以在任何时候attach一个shader到program对象,不一定非要在指定source和编译以后,具体的描述如下: Once you have a program object created, the next step is to attach shaders to it. In OpenGL ES 3.0, each program object needs to have one... 阅读全文
posted @ 2017-09-25 16:55 今夜太冷 阅读(280) 评论(0) 推荐(0) 编辑
《OpenGL® ES™ 3.0 Programming Guide》读书笔记1 ----总览
摘要:OpenGL ES 3.0 Graphics Pipeline OpenGL ES 3.0 Vertex Shader Transform feedback: Additionally, OpenGL ES 3.0 adds a new feature called transform feedback, which allows the vertex shader outputs... 阅读全文
posted @ 2017-09-13 15:17 今夜太冷 阅读(247) 评论(0) 推荐(0) 编辑
OpenGL® ES 3.0 Programming Guide - Book Website
摘要:OpenGL® ES 3.0 Programming Guide - Book Website http://opengles-book.com sample codes in GitHub: https://github.com/danginsburg/opengles3-book/ 阅读全文
posted @ 2017-09-12 17:23 今夜太冷 阅读(194) 评论(0) 推荐(0) 编辑
Shader开发工具: PVRShaman
摘要:1. A PVRShaman (.POD) workspace is provided as an example in the Chapter_10/PVR_LinearFog folder that demonstrates the fog computation. Figure 10-4 is 阅读全文
posted @ 2017-08-31 15:27 今夜太冷 阅读(387) 评论(0) 推荐(0) 编辑
创建压缩纹理的工具
摘要:Once a texture has been loaded as a compressed texture, it can be used for texturing in exactly the same way as an uncompressed texture. The details of the ETC2/EAC formats are beyond our scope here... 阅读全文
posted @ 2017-08-31 09:52 今夜太冷 阅读(171) 评论(0) 推荐(0) 编辑
OpenGL ES3 非常好的系列文章
摘要:OpenGL ES3 非常好的系列文章: OpenGL-ES 3.0学习指南(五)——EGL基础 NDK开发OpenGL ES 3.0(二)——初见GLES,第一个三角形 NDK开发OpenGL ES 3.0(三)——着色器基础 NDK开发OpenGL ES 3.0(四)——旋转的彩色方块 其他的文章可以点击上面的链接继续看。 阅读全文
posted @ 2017-08-19 00:51 今夜太冷 阅读(263) 评论(0) 推荐(0) 编辑
glGetString(GL_VERSION) returns “OpenGL ES-CM 1.1” but my phone supports OpenGL 2
摘要:【问】 I'm trying to make an NDK based OpenGL application. At some point in my code, I want to check the OpenGL version available on the device. I'm using the following code : const char *version =... 阅读全文
posted @ 2017-08-16 20:17 今夜太冷 阅读(682) 评论(0) 推荐(0) 编辑
如何获取当前应用程序所用的OpenGL ES的版本
摘要:如何获取当前应用程序所用的OpenGL ES的版本? 【答案】 char* glVersion = (char*)glGetString(GL_VERSION); LOGW("GL Version: %s", glVersion); 阅读全文
posted @ 2017-08-16 20:16 今夜太冷 阅读(1384) 评论(0) 推荐(0) 编辑
Android OpenGL ES和OpenGL一起学(二)------理解Viewport(视口)和坐标系Android OpenGL ES篇(转帖)
摘要:来自:http://www.cnblogs.com/xiaobo68688/archive/2011/12/01/2269985.html 首先我们在屏幕中心显示一个矩形,效果如图: // 代码没有经过优化,为的是容易理解public class OpenGLTestActivity extends Activity { GLSurfaceView glVi... 阅读全文
posted @ 2017-07-07 00:25 今夜太冷 阅读(1064) 评论(0) 推荐(0) 编辑

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