...缓存的实际尺寸(Determine the actual dimension of the created pbuffer) 5.3.7 对纹理进行渲染(Rendering to the Texture) 标签: 技术 纹理 成 渲染 OpenGL ..
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It's a little bit more complicated than that, because this buffer is now an OpenGL texture and can be the result of rendering OpenGL graphics to the texture or compositing other textures together.
实际情况要比这要比这复杂一些,因为该缓冲现在是OpenGL纹理,也可以是OpenGL图形渲染结果的纹理,或者是其他纹理混合在一起的结果。
Secondly, a technique on how to analyze and solve rendering problems with pixel shading is proposed, along with the methods on how to construct texture representation of lighting parameters.
提出了一种基于像素光照计算的设计分析方法及相应的光照计算参数的纹理表示模型;
Direct volume rendering based 3d texture can guarantee image quality and reach interactive frame rates. Because of the restriction of texture memory, it is difficult to render large volume data.
基于3d纹理的直接体绘制算法可以在保证图像质量的同时达到较好的交互性能,但由于纹理内存的限制,大规模数据场的3d纹理直接体绘制比较困难。
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