两种纹理的力量 [英] Power of two textures
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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