替代ACCUM缓冲区的OpenGL ES? [英] Alternative to accum buffer in OpenGL ES?

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问题描述

只注意到的OpenGL ES 1.0,1.1,大概也2.0没有在Android中的ACCUM缓冲区。

Just noticed that Opengl ES 1.0, 1.1, and probably also 2.0 don't have an accum buffer in Android.

我错过了像一个简单的烟花汇演和现实的(和快速)云一些巧妙的影响。

I'm missing out on some neat effects like a simple fireworks display and realistic (and fast) clouds.

任何替代的ACCUM缓冲区?特别是,至少在烟花code,它看起来像它的用于混合。

Any alternatives to the accum buffer? In particular, at least in the fireworks code, it looks like it's used for blending.

更新:在服用烟花code更仔细一看之后,ACCUM缓冲区用于创建小径

UPDATE: after taking a more careful look at the fireworks code, the accum buffer is used to create the trails.

推荐答案

您应该能够仿效ACCUM缓冲通过渲染到纹理和定期混合操作。总之,只要你自己ACCUM缓冲区。

You should be able to emulate the accum buffer via render-to-texture and regular blend operations. In short, just make your own accum buffer.

编辑:
渲染到纹理是通过帧缓冲区对象作为支持的OpenGL ES 2.0的一部分,并通过GL_OES_FRAMEBUFFER_OBJECT扩展的OpenGL ES 1.x的。

Render-to-texture is supported via frame buffer objects as part of OpenGL ES 2.0 and via the GL_OES_FRAMEBUFFER_OBJECT extension for OpenGL ES 1.x.

请参阅OpenGL在不同的Andr​​oid设备扩展程序该扩展的可用性。

See OpenGL extensions available on different Android devices for availability of this extension.

如果没有帧缓冲对象扩展可用,你仍然可以渲染到后台缓冲区,然后用glCopyTexImage2D,但是这是一个稍微慢一点。

If there is no framebuffer object extension available, you could still render to the back buffer and then use glCopyTexImage2D, but this is a little bit slower.

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