我正在学习opengl.
我来了一个像drawXXXXXXX这样的函数,其中一个参数是大步的......
我不知道用法,也不知道步幅的含义.
anyoe可以告诉我吗?
尝试让 2 个纹理单元工作。
@Override
public void onDrawFrame(GL10 gl) {
//Clear the Rendering Surface
glClear(GL_COLOR_BUFFER_BIT);
multiplyMM(viewProjectionMatrix, 0, projectionMatrix, 0, viewMatrix, 0);
positionTableInScene();
textureProgram.useProgram();
textureProgram.setUniforms(modelViewProjectionMatrix, texture_b, texture_r);
table.bindData(textureProgram);
table.draw();
...
}
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纹理程序:
public class TextureShaderProgram extends ShaderProgram {
//Uniform locations
private final int uMatrixLocation;
private final int uTextureUnit0Location;
private final int uTextureUnit1Location;
//Attribute locations
private final int aPositionLocation;
private final int aTextureCoordinatesLocation;
public TextureShaderProgram(Context context){
super(context, R.raw.texture_vertex_shader, R.raw.texture_fragment_shader);
//Retrieve uniform locations for the shader program.
uMatrixLocation = glGetUniformLocation(program, U_MATRIX);
uTextureUnit0Location = glGetUniformLocation(program, …Run Code Online (Sandbox Code Playgroud) 我想从webgl获取纹理就像我getImageData()在画布上下文为2d时可以使用的那样.
我怎样才能获得webgl上下文的纹理?
我们需要在python中制作3D游戏,所以在我的研究中我发现了PyOpenGL.经过一段时间的游戏,我变得难以理解如何移动相机.给我一些示例代码和解释.
我正在尝试将自透明纹理渲染到帧缓冲区,但我没有得到我猜到的东西:先前在帧缓冲区上渲染的所有东西都被忽略了,这个纹理与我清理主画布的颜色混合在一起.
这就是我想要的,但不使用framebuffers:
package test;
import com.badlogic.gdx.*;
import com.badlogic.gdx.graphics.*;
import com.badlogic.gdx.graphics.g2d.*;
public class GdxTest extends ApplicationAdapter {
SpriteBatch batch;
Texture img;
@Override
public void create () {
batch = new SpriteBatch();
Pixmap pixmap = new Pixmap(1, 1, Pixmap.Format.RGBA8888);
pixmap.setColor(1, 1, 1, 1);
pixmap.fillRectangle(0, 0, 1, 1);
// Generating a simple 1x1 white texture
img = new Texture(pixmap);
pixmap.dispose();
}
@Override
public void render () {
Gdx.gl.glClearColor(1, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
batch.setColor(1, 1, 1, 1);
batch.draw(img, 0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
batch.setColor(0, …Run Code Online (Sandbox Code Playgroud) 在尝试在OpenGL中绘制一个简单的正方形时,我得到一个完全黑屏.在创建缓冲区之前调用这些方法:
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glOrtho(0.0f, windowX, windowY, 0.0f, 1000.0f, 0);
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我正在创建缓冲区,如下所示:
std::vector<unsigned int> indices;
std::vector<unsigned int> vertices;
vertices.push_back(0);
vertices.push_back(0);
vertices.push_back(0);
vertices.push_back(100);
vertices.push_back(0);
vertices.push_back(0);
vertices.push_back(100);
vertices.push_back(100);
vertices.push_back(0);
vertices.push_back(0);
vertices.push_back(100);
vertices.push_back(0);
indices.push_back(0);
indices.push_back(1);
indices.push_back(2);
indices.push_back(2);
indices.push_back(3);
indices.push_back(0);
glGenBuffers(1, &verticesbuffer);
glBindBuffer(GL_ARRAY_BUFFER, verticesbuffer);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(vertices[0]), &vertices[0], GL_STATIC_DRAW);
glGenBuffers(1, &indicesbuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indicesbuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(indices[0]), &indices[0], GL_STATIC_DRAW);
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显示功能:
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glBindBuffer(GL_ARRAY_BUFFER, verticesbuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indicesbuffer);
glVertexPointer(3, GL_INT, 0, &vertices[0]);
glColor3f(1, 0, 0);
glEnableClientState(GL_VERTEX_ARRAY);
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, &indices[0]);
glDisableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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我已经开始使用AMD GPU …
我有一个GLKMatrix4变量,并希望使用它的函数GLfloat *array值glUniformMatrix4fv.我用Google搜索但没有找到任何有用的信息.有一个CC3Matrix4x4PopulateFromGLKMatrix4在cocos3d SDK中调用的函数,但它回复的文件太多了.我真的不想用它.
有没有简单的方法来投GLKMatrix4来GLfloat* array?
我有一个Polygon对象,我正在寻找一种有效的方法来找到严格位于其内部(而不是其边界上)的任何点。最好的方法是什么?
我有以下想法,但我不太喜欢:
我试图在OpenGL中加载VAO,但在运行时它不会绘制.当我将函数中的代码直接用于我的主循环时它运行正常,但每当我尝试通过我的函数加载VAO时它都不起作用.在将值传递给函数时,我已经将其缩小到出错的地方,因为当我直接使用float数组时,它确实有效.我在我的main函数中定义了一个静态float数组的值,我正在加载它:
GLuint RenderLoader::load(float vertices[])
{
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
return VertexArrayID;
}
Run Code Online (Sandbox Code Playgroud) 我一直在研究一个小的 3D 引擎,试图修复相机并使其不那么生涩。我一直在使用 SDL 作为输入,当它工作时,它正在做这件事,如果我按住一个按钮,它会立即移动一次然后暂停然后开始正确移动,使移动感觉没有反应。
我录制了它的 GIF 动图,虽然可能很难看出发生了什么,但希望它能给一些想法:
向前移动然后向右移动就像:
w wwwwwwwwwwwwwwww aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
重要的代码在这里,但如有必要,请随时要求更多:
//Poll events
SDL_Event event;
while (m_EngineState != EngineState::EXIT)
{
m_last = m_current;
m_current = SDL_GetPerformanceCounter();
deltaTime = (double)((m_current - m_last) * 1000 / SDL_GetPerformanceFrequency());
while (SDL_PollEvent(&event))
{
switch (event.type) {
case SDL_QUIT:
m_EngineState = EngineState::EXIT;
break;
case SDL_MOUSEMOTION:
break;
case SDL_KEYDOWN:
m_Keys[event.key.keysym.sym] = true;
break;
case SDL_KEYUP:
m_Keys[event.key.keysym.sym] = false;
break;
}
ProcessEvents();
}
void Engine::ProcessEvents()
{
if (m_Keys[SDLK_w])
{
m_Camera->MoveForward(5.0f*(deltaTime*0.001));
}
if (m_Keys[SDLK_s])
{
m_Camera->MoveForward(-5.0f*(deltaTime*0.001));
} …Run Code Online (Sandbox Code Playgroud)