![]() ![]() I’m asking because I can’t figure it out by reading the opengl es 2.0 reference, and I think buffer clearing issues might be why my deferred shading system is not working properly. The number of bitplanes in each of the color buffers, the depth buffer, and the stencil buffer is dependent on the currently bound framebuffer. The Get call isn’t a framebuffer query, but a global query. IntBuffer depthBuffer BufferUtils.newIntBuffer (1) // AFAIK this puts 1 texture name into depthBuffer. While trying to create a depth buffer, my JVM crashes. All ES 2.0 implementations provide at least one configuration with simultaneous support for stencil and depth buffers. COLOR_CLEAR_VALUE, DEPTH_CLEAR_VALUE, and STENCIL_CLEAR_VALUE are in the framebuffer control section, not the per-framebuffer state section. 1 I have read some tutorials and trying to wrap my head around OpenGL ES 2.0. It’s not completely obvious, but you can see this by looking in the state tables at the back of the spec. And which parts of each enabled buffer are cleared is a function of the scissor test, dithering, and the pixel ownership test.Īlso, does gl.clearColor/gl.clearDepth set the clear color/depth for the currently bound framebuffer, or does it simply affect the next call to gl.clear? ![]() Which buffers within that framebuffer are cleared is dictated by the buffer writemasks. In webgl, does gl.clear only clear the currently bound framebuffer?
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