Android OpenGL es 3.0中GLTEXAGE1D的替代项?
我正在尝试将OpenGL代码移植到Android上的OpenGLES3.0代码中。 但是,函数“GLTEXAGE1D”和“GL_纹理_1D”未在中定义 OpenGLES2.0规范。有什么替代品吗 我的Android手机支持16个纹理单元,个人电脑上GLSL着色器的实现需要通过1D纹理循环 因此,最可能的方法是用“GLTEXAGE2D”和“GL_纹理_2D”替换Android OpenGL es 3.0中GLTEXAGE1D的替代项?,android,opengl-es,Android,Opengl Es,我正在尝试将OpenGL代码移植到Android上的OpenGLES3.0代码中。 但是,函数“GLTEXAGE1D”和“GL_纹理_1D”未在中定义 OpenGLES2.0规范。有什么替代品吗 我的Android手机支持16个纹理单元,个人电脑上GLSL着色器的实现需要通过1D纹理循环 因此,最可能的方法是用“GLTEXAGE2D”和“GL_纹理_2D”替换 #包括 GLuint-tex=0; void init() { glGenTextures(1和tex); glBindTexture(
#包括
GLuint-tex=0;
void init()
{
glGenTextures(1和tex);
glBindTexture(GL_-TEXTURE_1D,tex);
glTexParameteri(GL_纹理1D、GL_纹理包裹S、GL_重复);
glTexParameteri(GL_纹理1D,GL_纹理MAG_过滤器,GL_线性);
glTexParameteri(GL_纹理1D、GL_纹理最小过滤器、GL_线性);
//
无符号字符buf[32*4];
对于(尺寸i=0;i
是的,只需使用高度为1的Texture2D和2D纹理即可。谢谢
#include <GL/glut.h>
GLuint tex = 0;
void init()
{
unsigned char buf[ 32 * 4];
for (size_t i = 0; i < sizeof(buf); i += 4)
{
buf[ i + 0] = rand() % 255;
buf[ i + 1] = rand() % 255;
buf[ i + 2] = rand() % 255;
buf[ i + 3] = 255;
}
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); // 4 or 8
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-2, 2, -2, 2, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
/*
glEnable(GL_TEXTURE_1D);
glBindTexture(GL_TEXTURE_1D, tex);
*/
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, tex);
glColor3ub(255, 255, 255);
glLineWidth(10);
glBegin(GL_LINES);
glTexCoord1i(0);
glVertex2i(-1, -1);
glTexCoord1i(1);
glVertex2i(1, 1);
glEnd();
glutSwapBuffers();
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
glutInitWindowSize(640, 480);
glutCreateWindow("GLUT");
glutDisplayFunc(display);
init();
glutMainLoop();
return 0;
}
#包括
GLuint-tex=0;
void init()
{
无符号字符buf[32*4];
对于(尺寸i=0;i
#include <GL/glut.h>
GLuint tex = 0;
void init()
{
unsigned char buf[ 32 * 4];
for (size_t i = 0; i < sizeof(buf); i += 4)
{
buf[ i + 0] = rand() % 255;
buf[ i + 1] = rand() % 255;
buf[ i + 2] = rand() % 255;
buf[ i + 3] = 255;
}
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); // 4 or 8
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-2, 2, -2, 2, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
/*
glEnable(GL_TEXTURE_1D);
glBindTexture(GL_TEXTURE_1D, tex);
*/
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, tex);
glColor3ub(255, 255, 255);
glLineWidth(10);
glBegin(GL_LINES);
glTexCoord1i(0);
glVertex2i(-1, -1);
glTexCoord1i(1);
glVertex2i(1, 1);
glEnd();
glutSwapBuffers();
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
glutInitWindowSize(640, 480);
glutCreateWindow("GLUT");
glutDisplayFunc(display);
init();
glutMainLoop();
return 0;
}