[英]OPENGL Texture2D manipulation directly/indirectly
遵循本教程之后 ,我將在3D場景上執行陰影映射。 現在,我想在使用ARB擴展名應用之前,先處理shadowMapTexture的原始紋理元素數據(請參見下面的摘錄)。
//Textures
GLuint shadowMapTexture;
...
...
**CopyTexSubImage2D** is used to copy the contents of the frame buffer into a
texture. First we bind the shadow map texture, then copy the viewport into the
texture. Since we have bound a **DEPTH_COMPONENT** texture, the data read will
automatically come from the depth buffer.
//Read the depth buffer into the shadow map texture
glBindTexture(GL_TEXTURE_2D, shadowMapTexture);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, shadowMapSize, shadowMapSize);
塗可以通過兩種方式做到這一點:
float* texels = ...;
glBindTexture(GL_TEXTURE_2D, shadowMapTexture);
glTexSubImage2D(GL_TEXTURE_2D, 0, x,y,w,h, GL_DEPTH_COMPONENT, GL_FLOAT, texels);
要么
將您的shadowMapTexture附加到(寫入)幀緩沖區並調用:
float* pixels = ...;
glRasterPos2i(x,y)
glDrawPixels(w,h, GL_DEPTH_COMPONENT, GL_FLOAT, pixels);
不要忘記在上述方法中先禁用depth_test。
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