glsl双精度顶点缓冲区 [英] glsl double-precision vertex buffer
本文介绍了glsl双精度顶点缓冲区的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!
问题描述
如果我创建一个双精度顶点缓冲区,例如:
If I create a double-precision vertex buffer, for example:
GLuint vertBuffer, spanBuffer, spanCount, patchSize, program; // already setup
glUseProgram (program);
glEnableClientState (GL_VERTEX_ARRAY);
glBindBuffer (GL_ARRAY_BUFFER, vertBuffer);
glVertexPointer (3, GL_DOUBLE, 0, 0);
glPatchParameteri (GL_PATCH_VERTICES, patchSize);
glBindBuffer (GL_ELEMENT_ARRAY_BUFFER, spanBuffer);
glDrawElements (GL_PATCHES, spanCount * patchSize, GL_UNSIGNED_INT, 0);
如何在顶点着色器中访问双精度数据?我应该能够做到吗?
How do I access the double precision data in my vertex shader? Should I be able to do this?
// GLSL VERTEX SHADER
#version 410
in dvec4 gl_Vertex;
void main ()
{
<snip>
推荐答案
您没有.至少不是那样.
You don't. At least, not that way.
如果要使用OpenGL 4.x +将双精度值读入着色器的功能,则必须使用通用顶点属性.您不能再使用旧的固定功能gl_Vertex
和glVertexPointer
.您必须使用 glVertexAttribLPointer
,并带有适当的通用顶点属性索引.
If you want to use OpenGL 4.x+'s ability to read double-precision values into your shader, then you must use generic vertex attributes. You can't use old fixed-function gl_Vertex
and glVertexPointer
anymore. You must use glVertexAttribLPointer
, with a proper generic vertex attribute index.
这篇关于glsl双精度顶点缓冲区的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!
查看全文