Gl luminance what is




















At the same time, in a new app you can just always set it to 1 and then be done with it. And with that covered lets move on to rendering to a texture. Sometimes the pixels in a texture are called texels. Pixel is short for Picture Element.

Texel is short for Texture Element. I'm sure I'll get an earful from some graphics guru but as far as I can tell "texel" is an example of jargon. Personally I generally use "pixel" when referring to the elements of a texture without thinking about it. Pixel vs Texel Sometimes the pixels in a texture are called texels. Subsequent elements progress left-to-right through the remaining texels in the lowest row of the texture image, and then in successively higher rows of the texture image.

The final element corresponds to the upper right corner of the texture image. It can assume one of these symbolic values:. Each element is a single red component. For fixed point normalized components, the GL converts it to floating point, clamps to the range [0,1], and assembles it into an RGBA element by attaching 0. For fixed point normalized components, the GL converts each component to floating point, clamps to the range [0,1], and assembles them into an RGBA element by attaching 0.

Each element is an RGB triple. For fixed point normalized components, the GL converts each component to floating point, clamps to the range [0,1], and assembles them into an RGBA element by attaching 1. Each element contains all four components. For fixed point normalized components, the GL converts each component to floating point and clamps them to the range [0,1].

Each element is a single depth value. The GL converts it to floating point, and clamps to the range [0,1]. Each element is a pair of depth and stencil values. The GL converts each component to floating point, clamps to the range [0,1], and assembles them into an RGBA element by placing the luminance value in the red, green and blue channels. Each element is a single luminance component.

The GL converts it to floating point, clamps to the range [0,1], and assembles it into an RGBA element by placing the luminance value in the red, green and blue channels, and attaching 1. Each element is a single alpha component. The GL converts it to floating point, clamps to the range [0,1], and assembles it into an RGBA element by placing attaching 0.

If an application wants to store the texture at a certain resolution or in a certain format, it can request the resolution and format with internalFormat. The GL will choose an internal representation with least the internal component sizes, and exactly the component types shown for that format, although it may not match exactly.

Any alpha component is left unchanged. The conversion from the sRGB encoded component c s to a linear component c l is:. Assume c s is the sRGB component in the range [0,1]. R8UI gl. RG8 gl. RG16F gl. RG32F gl. RG8UI gl. RG16UI gl. RG32UI gl. RGB8 gl. SRGB8 gl. RGB gl. RGB16F gl. RGB32F gl. RGB8UI gl. RGBA8 gl. RGBA4 gl.



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