Web我在使用 GLSurfaceView 时遇到了不同的行为.AFAIK 程序有责任清除每帧的缓冲区(颜色和深度).这意味着如果我不清除缓冲区,我将获得最后一帧的内容(或双缓冲的前一帧).无论在某些设备上如何,似乎缓冲区都被清除了.我在一些测试设备上运行了 Addison Wesley OpenglES2.0 Progra
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WebNotes. Even if the depth buffer exists and the depth mask is non-zero, the depth buffer is not updated if the depth test is disabled. In order to unconditionally write to the dept Web11 de abr. de 2024 · OpenGL 规范了每个函数的输出和执行方式,并不会给出实现细节, … csv easyexcel
GL_POLYGON_SMOOTH, is it that bad? - Khronos Forums
Web20 de nov. de 2024 · glClearDepth (1.0f) 深度,是一个Normolized的值,范围是 0-1,对 … Web19 de fev. de 2010 · We do not draw GL_POLYGONs, but we draw triangles and on some systems the smooth also causes effects on triangle edges which should not be smooth. That’s evil right there. Well, evil’s a strong word, I guess. Anytime you’re drawing triangle (even using GL_POLYGON they end up being rasterized as triangles usually) you don’t … WebGame developers can combat overdraw by enabling depth testing and submitting opaque draws from front to back. This enables GPUs to perform depth tests early in the GPU pipeline then reject fragments from the additional pipeline stages if they are obscured by a primitive previously coloured at that fragment location. Recommendations earn 2 give