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opengl-es - OpenGL ES 2.0 和 OpenGL ES 3.0 有什么区别

转载 作者:行者123 更新时间:2023-12-02 09:07:45 31 4
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我想知道OpenGL ES 2.0OpenGL ES 3.0之间有什么区别。

OpenGL ES 3.0的主要优点是什么?

最佳答案

总体而言,这些变化通过更大的缓冲区、更多的格式、更多的统一等提高了灵 active 。实例化渲染、像素缓冲区对象和遮挡查询等附加功能提供了优化的机会。根据您的平台,它可能是革命性的,但是许多关键功能已经是 iOS 等平台上的扩展。

就我个人的工作而言,最重要的变化是:

  • 顶点数组对象
  • 实例渲染
  • ETC2/EAC 纹理压缩格式(以前在 Android 上每个卡制造商仅支持自己的纹理格式)

以下是 spec 中描述的更改列表由 Alexey 链接:

New features in OpenGL ES 3.0 include:

  • OpenGL Shading Language ES 3.00
  • transform feedback 1 and 2 (with restrictions)
  • uniform buffer objects including block arrays
  • vertex array objects
  • sampler objects
  • sync objects and fences
  • pixel buffer objects
  • buffer subrange mapping
  • buffer object to buffer object copies 314
  • boolean occlusion queries, including conservative mode
  • instanced rendering, via shader variable and/or vertex attribute divisor
  • multiple render targets
  • 2D array and 3D textures
  • simplified texture storage specification
  • R and RG textures
  • texture swizzles
  • seamless cube maps
  • non-power-of-two textures with full wrap mode support and mipmapping
  • texture LOD clamps and mipmap level base offset and max clamp
  • at least 32 textures, at least 16 each for fragment and vertex shaders
  • 16-bit (with filtering) and 32-bit (without filtering) floating-point textures
  • 32-bit, 16-bit, and 8-bit signed and unsigned integer renderbuffers, textures, and vertex attributes
  • 8-bit sRGB textures and framebuffers (without mixed RGB/sRGB rendering)
  • 11/11/10 floating-point RGB textures
  • shared exponent RGB 9/9/9/5 textures
  • 10/10/10/2 unsigned normalized and unnormalized integer textures
  • 10/10/10/2 signed and unsigned normalized vertex attributes
  • 16-bit floating-point vertex attributes
  • 8-bit-per-component signed normalized textures
  • ETC2/EAC texture compression formats
  • sized internal texture formats with minimum precision guarantees
  • multisample renderbuffers
  • 8-bit unsigned normalized renderbuffers
  • depth textures and shadow comparison
  • 24-bit depth renderbuffers and textures
  • 24/8 depth/stencil renderbuffers and textures
  • 32-bit depth and 32F/8 depth/stencil renderbuffers and textures
  • stretch blits (with restrictions)
  • framebuffer invalidation hints
  • primitive restart with fixed index
  • unsigned integer element indices with at least 24 usable bits
  • draw command allowing specification of range of accessed elements
  • ability to attach any mipmap level to a framebuffer object
  • minimum/maximum blend equations
  • program binaries, including querying binaries from linked GLSL programs
  • mandatory online compiler
  • non-square and transposable uniform matrices
  • additional pixel store state
  • indexed extension string queries

关于opengl-es - OpenGL ES 2.0 和 OpenGL ES 3.0 有什么区别,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/17543364/

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