两种纹理的力量 [英] Power of two textures

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本文介绍了两种纹理的力量的处理方法,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

您能解释一下,为什么长时间纹理所需的硬件加速是2的幂?对于PC,自GeForce 6开始,我们就实现了npot纹理,且无杂音和简化了过滤. OpenGL ES 2.0还支持不带mipmap等的npot纹理.对此的硬件限制是什么?只是简化的算术?

Can you explain me, why hardware acceleration required for a long time textures be power of two? For PCs, since GeForce 6 we achieved npot textures with no-mips and simplified filtering. OpenGL ES 2.0 also supports npot textures without mipmaps and etc. What is the hardware restriction for this? Just simplified arithmetics?

推荐答案

我想这与能够使用按位左移运算有关,而不是与将(x,y)坐标转换为内存偏移量的乘法有关.从纹理开始.是的,从处理器的角度来看,是简化的算术.

I imagine it has to do with being able to use bitwise shift-left operations, rather than multiplication to convert an (x, y) coordinate to a memory offset from the start of the texture. So yes, simplified arithmetics, from a processor point of view.

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